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The Guise of Darius (Character List)
Click on each character's description to veiw their profile. ~ ---- ~ ----- ~ ----- ~ ----- ~ ----- ~ ~Desquode~ Tribal bird-man, looking to clear his name. (..]{Naroh Anurhem}[..) Fiery swordsman, wanting some friendly duels. .::Alain Marshall::. Half-Elven ex-soldier, just trying to make a life for himself. ))> Vixen Almair <(( Nasty vampire, out for blood. <<-Bella Rhian Kyna->> Strong mage, looking to enjoy herself. {0X Allan "BloodBird" Murphy Blair X0} Fancy pirate, doing what pirates do. -= Mellaca =- Fallen Angel, just wanting to see his wife once again. (/}[ Hewitt Carmichael Avery ]{\) Steampunk invetor, spending time alone in his workshop. :<8)Korat Si-Sawat(8>: Cat-woman theif, usually hanging around Allan when he's docked. |

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Re: The Guise of Darius (Character List)
![]() Approved by Ranarath Created: 09-02-2007, 01:00 PM Approved: 09-03-2007, 03:38 PM Revised: 02-16-2009, 02:28 PM Age: 34 (+1 EH year) Race: Ravanen (Raven-Human hybrid) Sex: Male Hair: Black, short, and cut roughly Eyes: Dark blue Weight 136 lbs Height: 5' 11" Relationship Status: Desquode is in a relationship with Aviara (Crystal). Weapon: Desquode carries two “Raven Blades” that are 2’3” long and curved, like exotic art of a bird’s wings. They’re kept in duel sheaths on his back. The weapons are heavy to someone who’d never used them before, but weigh little to Desquode. Armour: The only armour Desquode wears is a fancy shirt, with intricate designs made of steel, and a hardened leather chest plate, which is black. The shirt is long-sleeved, colored with white, gold, and maroon, and protects decently against slash attacks. He wars gloves made out of the same material as his shirt. Strengths: Desquode’s light weight, and incredible reflexes allow him to easily dodge opponents. While he has no magic skills of his own, he can sometimes use an enemies’ Wind magic to his advantage, as he can flow along with it’s current, assuming it has one. But Desquode’s real strength is with his nifty duel-swords, and his silent walk. With the small size of his blades he can sneak up on someone, and quickly dispatch of them. A pleasant side-effect of living on a snowy mountain, is that Desquode built up a strong resistance to cold. This means Ice magic will not always effect Desquode very much. Weakness: Water is a major weakness, alongside Earth magic, and even the ground, at times. Water’s effect on Desquode is that it can weigh him down too much to fly, and if there’s enough, he has a harder time moving than normal. As such, Desquode cannot swim at all. Earth magic is slightly less of a weakness as water, but can still deal him great damage. The magic can cause him to be unable to lift off of his feathers are too dirty, and sand thrown in his eyes will blind him for a long moment. Skills: Desquode mainly deals out his damage with his twin Raven Blades, but can use just about any short sword with proficiency. While he isn’t a fist-fighter, Desquode has learned several ways of kicking to disable, or just plain injure an opponent. Knee Kicks: Desquode can make a swift, low, kick to someone’s knee most easily. If he strikes the front, he can shatter the kneecap, but that’s rare. The most it’ll do normally is lock the knee in place for a moment. If he were to kick the back if the knee, he could bring the person down to the ground, opening them to an attack. Upper Body Kicks: Though slightly harder, Desquode can perform body kicks well enough. His main kick if just a kick straight to the stomach, but he can also kick an opponent’s side just as easily. One of his fancier kicks requires him to jump up so that his bent knees are a bit above the enemies’ chest, and the kicking with both legs. His feet slam into the chest, sending the person back. The hardest kick for him, is a kick to the head, though he is capable of it. Lower Body Kicks: The final set of kicks Desquode can send out are to the hips, and crotch. The hip kick strikes one side of the hip from the front, not the side. The crotch kick isn’t really a kick at all, as it’s Desquode’s knee that does the dirty work. With his abilities to jump and dodge so well Desquode can keep an opponent moving, while continually striking the enemy. His attacks vary, depending on the situation; who he’s fighting, and where. Appearance: Desquode’s armour is just about all he wears. His shirt is mostly maroon, but the lines of it’s design are mostly the white of the steel, but some lines are black threads. Inside the “paths” created by the lines is a darkened gold color. His pants are made completely from the fallen feathers of Ravens. The inside is mostly the small feathers from young Ravens, and on the outer layer the pants are made of long, clean, black feathers of adult Ravens. His chest plate is made of thick, hard leather, and is dyed all black. Desquode’s overall body shape is fit. His muscles don’t very much show, but they’re there. If he were wearing no clothes, you’d see he’s covered in feathers, that are a part of him. His face, however, has no feathers whatsoever, and looks quite normal. The look on his face is typically an “angry” look, but that’s mostly just due to how his face was shaped though the years when he was young. Personality: Calm, collected, and introverted, Desquode’s personality seems to switch through different situations. If he’s alone, or with someone he really cares about (though there are few), he’s kind, and happy. But if someone threatens him or his loved ones, while still being calm and collected, his anger grows until he can let it out in a battle. If he’s with a stranger, he just keeps to himself. If spoken to by the said stranger he tends to give short answers, though can get into a conversation. Desquode is not one to start a battle, unless he’s threatened, or generally annoyed. At these times he could lash out at almost anyone. And as it is with almost all Ravin, he hates to lose a debate. He’s stubborn, but may give in, at time, to those he knows best. Biography: Desquode started life as a young raven-child born into the Ravin tribe, of the Ravanen peoples. The Ravin were the most respected Ravanen tribe, due to their amazing abilities compared to the other tribes. They were the most athletic of all, and had the best flyers. They weren’t the best, or most extreme, fighters, but their social order was well respected. Five elders were the official heads of the tribe, which commanded them with their years of experience. These elders chose specific Ravanen children, rather than all of them, to be trained in advanced sessions to improve their flexibility, fighting skills, and sword skills. They were chosen when they were five, otherwise they wouldn’t be trained soon enough. Desquode was one of the few chosen to take part in this training. The training started with fighting, where the children were taught an advanced form of kicking to disable, and bring down an opponent. They were taught upper and lower body kicks, as well as a couple stunning knee kicks. They trained for two years, at which point they were given the heavy Raven Blades, a weapon only the Ravin could use. They were taught to decide how to attack based on their surroundings and who they were fighting, rather than being told how to perform specific attacks. At nine, two more years later, they were taken to a test, called by most Amaka. This test was a five day method of training them to fall great heights without damaging themselves. The first day they were to drop off a cliff, ten feet high. This was easy for most of them. But the next day the distance was doubled to twenty feet. Each day the distance to fall grew ten feet until the last day. On the fifth day of the test the distance went from forty feet, to sixty feet… a twenty foot increase in distance. Desquode passed all the tests, for if he had not, he’d be thrown back to his family to live with them, rather than fight. They children were given several days to rest before they were brought back to their training with the Raven Blades. Twice every year, for seven years, they would go through the test, to make sure they could all do it still, and to help them get better at it. But now, at sixteen, they were taken to an arena, one at a time, to fight captured enemy soldiers. These soldiers were full grown men with years of training, against a boy. But they boys had incredible flexibility, and skills with their swords. While few did lose to their opponents, many won their battles. These arena battles, their sword training, and the Amaka tests went on for four more years, until they were finally twenty. At this age they were recognized as adult Ravin, and “graduated” from their training. They were now free to enlist in their military, which most did, or pursue other tasks, such as smithing. Desquode didn’t do either. He went out on his own, every now and again, to keep training. He had also made good friends with the tribe’s chieftain, who’s name was Gara. They would meet often to discuss the state of the tribe, and matters such as the military. Desquode could be considered the chief’s advisor, though there was no official position at the time. This changed when Desquode was 29, almost at the “prime” age of a Ravanen, when one’s abilities increase to their maximum for around ten years. At this point Gara announced Desquode as his official political and military adviser. To most, the positions would collide, but things went smooth with Desquode in those roles. But things would change somewhat two years later, with Desquode now at 31. The Ravin were at war with another tribe of beasts, who were deformed humanoid creatures. They Ravin called them Nocens, as they were evil creatues. The Ravin had captured a key location in the enemies land, and Gara wanted to push the army forward into their land. Desquode strongly opposed Gara on this matter, warning him that their army was tired from all the battling they’d done, and needed time to rest. Gara wouldn’t listen and sent their army out, with disastrous results. Not many came back from the battle alive. The people blamed Desquode, not knowing he’d opposed the move. Several months later, not long after Desquode became 32 he went to talk with Gara, who he’d not spoken to in a few months. As he went into Gara’s tent he was greeted by several members of the Ravanen Syndicate, the elite, business-like law force over all of the Ravanen tribes, and the dead body of Gara. The Syndicate Main, their leader, was also there. Desquode was quickly accused of murdering Gara, as they knew he’d strongly opposed him. Desquode admitted to opposing Gara, but denied killing him. They took Desquode without resistance, but as they were on their way to the prison fortress Desquode managed to break free of his binds, pick up his swords, and escaping without killing anyone. He ran… ran for a year until he could do it no longer. He had to stop running. Not only to rest, but to prove he hadn’t done it. He lay down on the ground weary of running and flying to escape, and fell asleep. He dreamed a strange dream that night… In that dream he was in an empty room, made of polished stone. There was nothing in this large room, save for a few windows to let in light. Suddenly a voice boomed out, echoing around the room. “You are Desquode.” He winced as the voice was loud, and rang through his ears. “Yes. I am. What do you-” He was cut off by another, female voice. “You have been accused of murdering someone, whom you did not.” “Yes… I have. What is it to-” The original, male, voice spoke again. “You have been falsely accused of this crime. You will be given a chance to redeem yourself. One chance. If you fail, we cannot help you again.” “Wait, what are you-” The female voice spoke out again. “One chance. Take it, or run for the rest of your life.” “I… I ACCEPT!” He awoke now, dizzy, but regaining his bearings. He looked around, seeing that he was somewhere different from where he’d been. It was a small hut, with enough to suit two people, however, there was just him. He walked outside of the hut to see that he was on top of a tall, cold mountain. He’s lived there a year to this day, now age 34. Theme Song: The Raven - Alan Parsons Battles:
Crossroads:
__________________
![]() Credit to Diaz for the signature. Fan Fictions: FMA: Requiem of a Soul (M) - TLoZ: Dark Seed (T) |

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Re: The Guise of Darius (Character List)
![]() Approved by Silver Created: 01-10-2008, 12:35 PM Approved: 01-11-2008, 03:06 PM Revised: 02-15-2009, 03:33 PM Age: 22 (+1 EH year) Race: Novus Magus-Hominid Sex: Male Hair: His hair is short in back, and gathers in the front more. It’s an orange-brown color. Eyes: Red-brown Weight 166 Lbs. Height: 5' 9" Relationship Status: None, not searching. Weapon: Naroh uses his favorite, and only, one-hand sword in most battles. He named it Aronade, after the man who taught him how to do battle with a sword. He keeps a small dagger with him, but doesn’t like it. He only has it for if his sword is unavailable. Strengths: As Naroh uses fire based magic, he has the ability to actually “soak in” any heat around him. This not only supplies energy to his magic attacks, but also can reenergize, revitalize, and slightly heal him. Therefore, if he’s fighting in a volcano, he is very strong, and his magic is far more powerful than normal. On a less extreme example, if it’s just a hot day, he’s got more strength then he would otherwise have, and his magic is stronger. It is very much possible for Naroh to suck in too much heat, and be overwhelmed by it, weakening him. Weakness: Naroh is highly susceptible to cold weather, cold magic, and just cold in general. Water is a weakness to him, but he can usually overcome it, given enough time and heat. Most medium-strong to strong ice attacks can be potentially fatal, while it’d take a strong water attack to severely weaken him. Weak to medium ice attacks will weaken Naroh, and possibly prevent him from using certain magic attacks. Only the strongest water attacks will block him from using magic. Skills: Naroh is mainly a sword fighter, and as such has trained with his sword most of the time. Through his initial training with his master, Aronade, and the training he does on his own, he’s become rather skilled. Some may still call him a novice, but he’s better than that. He rather has his own style, instead of what others teach. This style includes jumping above enemies, taking wide steps around them, rolling dodges, and quick successive attacks, as well as other movements. He can manage this since his blade is a light one-hand sword. Naroh also possess the ability to use fire-type magic. He hasn’t trained extensively in this yet, but he knows a few basic attacks, that he can use without too much drain on himself. (Note: Two new skills have been added after the events of To Accuse a False Thief.) Fireball: Naroh can create a fireball 4-8in around, and requires 1-2 minutes to charge. The attack is a basic magic attack that doesn't take much energy. Fire Fingers: With this spell Naroh can engulf his hands in fire. He can hold the attack for up the 16 minutes before he must deactivate it, or else he will begin to burn his hands. The spell doesn't require much energy to start, but there is a continual drain the longer it’s used. Inferno Blast: After using the Fire Fingers spell Naroh can blast fire at an enemy. However, since his skills are not at their best, he has a hard time controlling the actual direction the blast goes. Though it won’t stray too far from the target, unless he’s distracted. The more times used, the more energy it takes, and the energy requirement builds up each time it’s used, unless allowed an eight minute “cool-down” period of not being used. Inferno Blade: The spell enhances Naroh's sword be making it so hot, that it glows with a bright orange light. The sword is not at all weakened, and he can swing it faster than normal. The amount of energy required is dependant on how long the sword is in this state. It required a constant medium flow of energy. Burning Flight: This spell requires the most power to use. Like the Inferno Blade it requires a constant flow of energy, but it's requirement is high. With this spell activated Naroh can fly anywwhere he wants, at high speeds. He can use only two attacks when flying, however: Fireball, and Inferno Blast. Appearance: Naroh is just your averageguy. He’s got a bit more muscle than most, but he’s been very active in his life. His leg muscles are the most “ripped” as he jumps a lot, and other such things. His clothing is an urban style. He wears a black T-shirt and loose (not baggy) jeans. Over his shirt is a somewhat dark-green hoodie with the image of a viper on the front. He usually takes this hoodie of during a battle, however. His shoes are white converse with maroon streaks flowing along the sides. Personality: While he enjoys a battle, Naroh will usually avoid starting one. He’s a friendly guy who doesn’t want to make a lot of enemies. He’s out to just live life and have some fun with whoever he befriends. He even is friendly with his enemies, making sure not to kill them, or injure them too much. Just enough to beat them and make them call a loss. He himself will admit defeat in a fight, but in an argument he’s amazingly stubborn, hated to be told he’s wrong. On the other hand, if he’s very bored he’s willing go start a few fights here and there, usually with friends, but also with worthy looking strangers. Another reason for him to actually begin a fight is if he’s being continually insulted. It gets well on his nerves after a while. Biography: Anurhem’s life wasn’t out of the norm for a good long while. He went on with an average life just about anybody would have. As a child he always played with his friends outside, and enjoying being around people. He went through a school, which he found to be a pain, but dealt with it. As he got older, about the age of nine, his slight interest in swords grew as each month passed. There was a sword school on the outskirts of his town that he’d wanted to join for a short while, but he couldn’t. He wasn’t allowed in until he was at least thirteen years of age. And so he eagerly waited for four years to pass. When Naroh reached thirteen he excitedly asked his parents to allow him to join the school, as a birthday gift. They took a week, which felt like a month to Naroh, to finally decide to allow him to join. He quickly packed up what he would need once he heard the news, and as soon as he could, he ran out the door. He’d memorized the paths to take to get to the sword school over the last two years, so he could get there in no time. Upon entering he was tired out from running, but kept a strong look about him as he walked up to the studio master. He asked the man there if he could join his class, and after a rather long discussion the man, who Naroh learned was named Aronade, he was accepted into the group. Naroh trained in the classes with several other students, but could never really get the style that Aronade was teaching. He struggled to pass each session, but he kept trying as hard as he could. Eventually he went to speak with Aronade, not about his troubles in class, but about a different issue. He was now sixteen, and still young in the class, but his parents were moving, and taking him with them. He was forced to quit his training and leave the town. A few days before he was going to move he was thinking over it all. Incredibly upset he screamed out and, as if he’d done it before, shot a small ball of fire at to ground in anger. This shocked him through. He had never had any clue he could wield magic like this. The ball of fire wasn’t more than two inches around, but it was fire just the same. He tried to put the thoughts aside, and made sure to hide his ability from people. On the day he was leaving he went back to the studio to say his final good-bye’s to Aronade and his class. It was at that point that Aronade presented Naroh with a box. It was long, and weighed a noticeable bit. He had no idea what it was, and would have opened it up on the spot, but Aronade told him not to open it until he had settled into his new home. Naroh gladly accepted the gift, and left the studio, for the last time in his life. After a few weeks of unpacking everything Naroh went into his new room. He had the package Aronade had given him, and immediately sat on his bed and started to open it. When he opened it he gasped in surprise. It was a sword. One-handed, with a maroon hilt, and a light steel blade. He was so honored by this that he decided to name the sword after Aronade, and hang it on the wall for display. Only a couple years later, at eighteen, he wanted to use his sword again. But no one around where he lived could use a sword well. He remembered how much trouble he’d had in the classes, and made the decision to train himself, in his own style. He went on with this personal training for two more years. He had completely forgotten about his ability to use magic from that one day, years ago, but it had come into his mind after a year, when he was twenty. Naroh was finally twenty-one, and was being “kicked out” by his parents to go start his own life. He promptly moved to a new town which he’d visited often in the past year. There was a mage in the town there that’d been helping him with his magic, and how exactly to use it. Now that he had moved to the town he could have training sessions more often, and learn faster. He’s been going on like this, training himself with his sword, and being taught by the mage, for another year, and is currently quite satisfied with his life. Theme Song: Party Hard - Andrew WK Battles:
Crossroads:
__________________
![]() Credit to Diaz for the signature. Fan Fictions: FMA: Requiem of a Soul (M) - TLoZ: Dark Seed (T) |

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Re: The Guise of Darius (Character List)
![]() Approved by Insaney Created: 02-09-2009, 12:28 PM Approved: 02-10-2009, 07:13 PM Name Meaning: Handsome Horse Keeper Age: 27 Race: Alain is a fourth-generation Half-Elf. The human genes of his parents were strangely dominate, but he retained the beauty of an Elf, for the most part. Sex: Male Hair: Short, Dark Green Eyes: Pale Green Weight: 189 lbs Height: 6’ 3” Relationship Status: None, not searching. Weapon: Alain uses a simple halberd during normal combat, but if that weapon is broken, or knocked away from him, he carries a gladius at his side. He can use staffs, spears, pikes, short-swords, and, to some extent, a regular sized sword. Armor: Marshall’s armour is designed mainly for flexibility, and greater speed that someone who wears heavier metal armour, as well as to protect against slash attacks, and some blunt weapons. The main weakness of his armour, though, is pierce weapons, such as spears and arrows. Another problem is that the impact of some blunt weapons can be spread around due to the chain hauberk he wears. Covering his upper body is a long-sleeved gambeson (quilted shirt), and over that he wears a mail hauberk (short sleeved). He also wears a thin leather jacket (sleeveless), with small plates of copper sewn into it covering a few vital areas, such as his lungs, heart, and stomach. On his forearms he wears full-copper vambraces, since neither the jacket, nor the gambeson cover that area. There are small, wooden 12 inch shields connected to the vambraces, that can be detached. For his shoulders he has thick leather pauldrons, covered in small copper plates. The pauldrons cover mainly his shoulders, some of his upper shoulders (near his neck), and a bit of his upper arms. The gauntlets he wears on his hands are leather as well, and have small plates of copper sewn onto areas where the back of the hand and fingers are flat. Areas where, say a finger would bend, are just covered in the leather of the glove. Around Alain’s neck, and upper shoulders, is a full-steel gorget, and covering his head is a spangerhelm, also made of full-copper, with a leather lining inside. To cover his lower body Alain wears thin cloth pants under a pair of leather pants that are covered in sewn-on copper plates. There are less in the lower leg area because he wears full-copper greaves down there. He wears thick leather boots that can connect directly to his pants. Inside the boots he covers his feet in a simple cloth that reaches to just above the ankle. Strengths: With Alain’s natural longevity, and healing ability, he is harder to take down then a human, and his skills are his strengths. He can battle on horseback just as well as on the ground, though using a halberd is easier on the ground. Due to his sturdy build, he can withstand the full force of a charging horse smashing into his halberd. Weakness: The most obvious weakness for Alain is his armour. It’s very good against slash attacks, but it does incredibly poorly against weapons that pierce, such as a lance, or arrow. And, even though swords are usually used to slash, if one were to stab him, it would get through his armour. Skills: The skills he learned from the military training, and battles, he went through include sword fighting, fist fighting, halberd/staff/spear fighting, and he knows how to ride a horse well. Something he inherited from his Elf fathers is a limited healing ability. It can quickly heal a small wound, but if it’s a deep cut, it takes several, energy-draining, minutes. Beyond a deep cut, Alain’s healing magic will only decrease the pain, at the expense of energy. Appearance: Alain, as stated before, is a fourth-generation Half-Elf. In all generations the males have been Elves, while the females were human. His case is the exception, however, as he is a son, rather than a daughter. The genes of the humans were dominate, despite being female, and, well… human. For the most part he seems human… rugged and dirty, but his face has maintained most of the beauty found only in Elves. Marshall is also taller than most around him, standing at 6’ 3” (this is mostly due to his Elven blood). The color of his hair is one of the final few Elven traits he shows, as the Elves that were the fathers were all green haired. His light green eye color is a human trait, however. It is very rare among humans, but it was not from the Elves. He is well muscled, mainly due to his training in the military of his region. His armour is mostly a brown leather color, but the copper parts are the color of, well, copper. He wears a round earring that was given to him by a palace servant before he was put in the military. Personality: Alain is usually a tough cookie, as that’s how he was raised, but he can be kind. He doesn’t usualy pick a fight unless he has a good reason, or he’s incredibly bored, and he tends to avoid people in general. But, if he needs something from someone, he won’t usualy hesitate to ask them for it. If he has a friend he’ll make sure to keep them safe, but doesn’t go extreme with it. He’s out to just live his life, and go where it takes him. His temper can be short, but usualy insults, or other such actions that would offend one, don’t get far with Marshall. Biography: The first generation of Marshall’s family were the original Elf male, and human female. Their child has a female Half-Elf, who later married an Elf. When they had their daughter, the third generation started. This woman, Aimee, was the mother of Alain. Both his father and mother were from nobility, and were married to form an official alliance between the High-Elves and the humans, who both had their cities based in the vast, open Abrienda Plains. This alliance was made because both the High-Elves and the humans had enemies that were wearing them down due to constant battles. The human’s main enemy were the Dark-Elves that lived in the Delano Caves, while the High-Elf’s enemy were the Dwarves of the Maura Mines. The Dark-Elves were less of a problem to the humans, however, since they had to travel through the Woods of Verdure to reach the plain. On the other hand, the Dwarves came from the mines, which could directly access the plain. The alliance worked together to defeat the Dark-Elves through several decisive battles, however the humans had made a secret alliance with the Dwarves. The terms of the alliance were, to be put simply, that the humans would get supplies from the Dwarves, and the humans would help them get rid of the High-Elves. In a final attempt to destroy the Dwarves at their fortress the humans turned on the Elves, effectively crippling their army. This led to a series of battles where the Dwarves and humans won many skirmishes against the Elves. Eventually they captured the final city of the High-Elves. After this the Dwarves and humans had a very strong political relationship. During the betrayal of the Elven army at the Dwarves’ fortress Galahad, Alain’s father, was murdered by the palace guards. They killed him shortly after the human king had informed him of the betrayal. His head was severed from his body, and he was then thrown into the streets, being trampled on by soldiers that were sent off to war. His mother was not harmed much, but rather thrown into a prison cell for the remainder of her life. Alain was 3 months old, and put in the care of the palace servants. From that point on he grew up with the servants, and preformed the jobs they did. He was taught by the same teachers as the commoners, instead of the teachers in the palace. The common schools did not teach things like history, or science, just the basics of reading and writing, as well as some simple math. His education was overall poor, but average of the region. He was taken for military training at the age of 12, like most boys. The humans were creating a large, effective army to go conquer new lands, with the aid of the Dwarves. Since the defeat of both the High, and Dark Elves, the humans had control of the entire plain, as well as the southern section of the forest, which led to the caves, and the caves themselves. The caves were set up as a place of refuge, and storage. The humans had planned strategic wars with the Dwarves, all in a goal to conquer the entire land of Varden. Alain trained with many other boys from 12 to 15. At this early point the boys were toughened up a bit, and promoted to fight amongst themselves. This taught them some basic hand-to-hand combat, as well as some ferocity. When the boys reached age 16 they were taken to start training with weapons. Based on how they fared in the first few years, they were given their weapons to train with. The weaker boys were usually the archers, and learned to use daggers as well as the bow and arrow. The well built boys were trained as halberdiers, as they could better withstand the force of a horse slamming into their weapons. They were also trained with short swords, incase a battle got personal, or their halberd was not available to be used. The toughest boys, though not always the best-built, were the swordsmen of the army, as they could take several hits, and wear heavy armour. They were trained with both normal and long swords. The archers usually had hard leather armour, while the halberdiers had more flexible leather armour, with copper plates. The swordsmen had full-body steel armour for the best protection. Alain was classified as well-built, and placed in the halberd training camp, which was refered to, by it’s trainees, as the Hell-Bird camp. From 16-17 the boys were introduced to the halberds, but were trained with shorts swords, usually a gladius. At this time they wore the standard armour for halberdiers, except without any of the copper. Once the boys reached 18 they were trained with the halberd and gladius at the same time, though the training focused mainly on the use of the halberd. Their armour now included all the copper components. Some, special, boys were chosen to be trained as horse lancers during this time, as was Alain. This extra training went alongside the normal training. At 19 the boys, whether halberdiers, or horse lancers, went though tests. They were to fight the advanced trainers in a battle using first their halberd. If it was knocked away they would use their gladius. The boys were ordered not to kill the trainers, and vice-versa. If a trainer was killed, then the trainee would be promptly executed. Punishment for the trainers was a mere reduction in rations. Those who passed went on to another test. The body of a dead cow would be pulled along a rail by several men, to get a momentum similar to that of a charging horse. The trainee would hold his halberd in a ready position, and await the impact. This test usually eliminated the boys who couldn’t take a charging cow. After further testing and training, which lasted another year, the boys were officially entered into the military, at age 20. From here they went through some final tests to decide what brigade they would be put it. They gained official military status in society when they entered their brigade, and had their rights above the commoners and citizens. Marshall was entered into the Brogan Cavalry Troop, which was one of the 18 cavalry units. It consisted of 86 horse lancers, 40 light cavalry, and 24 cavalry archers. This troop was sent along with several other groups to conquer the northern section of the Woods of Verdure. The inhabitants were Goblins that had mostly kept to themselves. They’d attack anyone who entered their forest, but very rarely left it. The attack on the Goblins was very one-sided, as the humans had a distinct advantage. Their archers snuck into the forest and started to take out the ranged units that the Goblins had. The human ground troops moved around behind the Goblin army, and sprang out, suddenly attacking. They drove the Goblins out into the plain, where the cavalry quickly dispatched of them. The battles went on similar to this until all of the northern forest was captured by the humans. Eventually Alain’s troop had helped conquer the western forest as well. The Dwarves gained control of the east forest, as it was closest to them. With the main lands of Varden conquered, the humans looked to a kingdom north-west of theirs. The kingdom was known as Vanig, and had a fairly large military. It was nothing compared to the armies of the Vardenians, but it wasn’t nearly as weak as that of the goblins. Several units from Varden, and a few contingents of Dwarves, attacked the small kingdom. In the battles that followed the humans and Dwarves were sorely defeated. Those of the Lands of the Vanig were magic users. They called upon many great spells, and won the battles, despite the size of their army. Alain was in one of these battles, and was captured and thrown into a prison, where he sat for a few months. The Vardenians had tried to use diplomacy to get their captured soldiers back, but that failed. War was declared between the two lands. Eventually the prison where Marshall was held was attacked, and he was freed. This all happened over the course of seven years, and Alain was 27; still quite young for a Half-Elf. He had time to think over what his country was doing during the months he spent in prison, and subsequently defected from the military, leaving everything he knew behind. Theme Song: Aerodynamite - Daft Punk Battles:
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![]() Credit to Diaz for the signature. Fan Fictions: FMA: Requiem of a Soul (M) - TLoZ: Dark Seed (T) |

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Re: The Guise of Darius (Character List)
![]() Approved by Ciroton Created: 04-04-2009, 11:16 PM Approved: 04-08-2009, 1:50 PM Age: 69 (bitten at 25; vampire for 44 years) Race: Vampire Sex: Female Hair: Flowing, hip length, and black, with a greasy shine Eyes: Scarlet Weight: 148 lbs Height: 5' 8" Relationship Status: None, not searching. Weapons: Almair carries two Yatagan swords, with curvy blades. Both of these blades are on her back, while she has a Keris in a sheath on her left hip. She has two inch long nails, that may just seem to be vampiric, but are very strong and sharp, allowing her to use them as effective weapons. Armor: Almair finds most armour too restricting, and avoids it. Her corset is solid enough the defend against a weak slicing attack, however. Strengths: As a vampire Almair has increased strength, speed, and agility. She is strong enough to hold back most men, quick enough to race a panther, and can even dodge an arrow. But that's not all. Being a vampire means most any bullet or arrow will not harm her. Only those made with silver can damage her as if she were a normal human. Her ability to change into a swarm of mosquitoes can give her a great way to escape, if need-be. Becoming a bat can also allow for an escape, but she is then one target, rather than many, and could be shot down. Her other strengths are her swords, though they're more of long knives. They're very good for drawing one's blood. Once she sees enough of a persons blood (several cuts will do) Almair can choose to go into a frenzy, using not only her three blades, but also her nails. Her strength decreases, but her attacking speed increases (her walk/running/whatever speed stays the same), and her flexibility is better. The downside to this frenzy is that she needs to drink the blood of her opponent afterward, or else she'll become weak, and fall unconscious, making it both a strength and a weakness. One of two strengths that are advantages only to her, are that most silver weapons, excluding silver bullets, do little in the way of harming her. They can cut her, but it requires more strength that it would to cut a human. The other is that Crucifixes and salt mean nothing to her. She's in no way afraid of them, negating their effects on her. Holy Water is interesting as she has a resistance to it, bu is still injured by it. It will initially cuase a minor stink where ti touches, and if not dried off, will beging to sting more, and then burn. If left on for prolonged periods of time, it can do serious damage to her. Weakness: Almair has several weaknesses. One of them is the effects of sunlight on her. It doesn't kill, injure, or otherwise harm her, but she looses all powers granted by being a vampire. This means that her increased strength, speed, and transforming ability all disappear. However, this only happens in sunlight, and no other forms if light (including fire). Thankfully for her, she maintains her heightened senses, though they are somewhat disrupted. She also has the weakness to garlic, which could kill her if digested. The stuff itself repulses her, and the scent of crushed garlic can knock her out. This could give one the chance to drive a steak of Ash, Hawthorn, or Oak wood (as no other wood will puncture her ribcage) through her heart, killing her. Almair also suffers from minor OCD, which compels her so sometimes count grains of rice, wheat, or any seeds she sees in a pile. Mostly able to control this urge, she can avoid it during a battle, but during times of little activity she does it to satisfy the compulsion. Skills: Being a vampire has notable advantages, and abilities. Some of the abilities Almair has are her increased strength, speed, heightened senses, and reflexes, but she also can change her form. In fact, she has two forms: In one she can transform into a large, black vampire bat, and the second allows her to become an entire swarm of mosquitoes. Her frenzy skill allows her to attack faster, and be more flexible, but decreases her strength. It's usually used as a last resort move to tear an opponent apart and end the battle. Unlike most vampires, Vixen can bite anywhere on a person to suck blood, as opposed to just the neck. Appearance: Almair's face is short and smooth. Unlike a pure vampire, she does not have white skin, but rather slightly pale, but otherwise normal, colored skin. Her lips, however, are the same color as the rest of her skin, rather than being a more natural color. Her eyes are scarlet, and she's always frowning. Not from annoyance or anger, but because it's part of what happened to her face when she became a vampire. Her ears, nose, and mouth are "human" looking, but her fangs show when she opens her mouth. She has five fangs total: Two on her top row of teeth, then two just below those, slightly to the side for easier closing of the mouth. Her fifth fang is on the bottom row, in the back, but has no use that far back. Almair's hair is all black, has a greasy shine, and reaches down to her hip. In the back it all flows down. She keep her hair behind her left ear, but covering her right, and also keeps her fringe to the right. Almair wears a pitch-black cotton band around her neck to cover the scars from being bitten, a dark gray, long-sleeved blouse, a black jean skirt, and black thigh-high boots (without heels) for clothing. Over her blouse she wears what appears to be an all black corset, but it doesn't act like one. It supports her body, but isn't nearly restricting as an actual corset. She doesn't button up the first couple of buttons on her blouse (it closes just above her breasts), and her corset has a V-neck that "closes" just a bit past the first closed button on her blouse. When she goes into a populated area she wear a hooded cloak that is dark gray on the outside, and dark scarlet on the inside. Her body is that of an "ideal" female. Slender body, narrow waist, firm breasts, and strong looking arms and legs. But despite being 69 years old, she appears 25, which is the age she was bitten by a vampire. She will forever keep this appearance unless killed, at which point her body will quickly change to look like what age she really is (basically, if she's killer now, she'll look like a 69 year-old woman). The only other significant detail would be her two inch long nails, which are painted a very dark maroon. Personality: Almair is evil. She doesn't care for anyone, nor anything but blood. She'll kill anyone with little regard to how much attention is attracted. Her bites are incapable of making others into vampires, but they suck the blood of someone within minutes. Once finished feeding there is blood dripping from her mouth, and some coming from her nose. She will commonly suck the blood of animals, such as goats, chickens, or dogs to get her daily needs, but she enjoys human blood best. When fighting she goes all-out, attempting to overwhelm her opponent with several quick blows, then circling and attacking again. She will also not admit defeat, as this may give her enemy the chance to drive a steak into her heart. Almair can run around in a city with her cloak on, but she has an incredibly short temper. She moves quickly, and dodges most people, but if there's a collision she'll take the person and toss them aside. At that point she just pulls out her swords, and makes a dash for her destination, cutting down those in her way. In the sunlight she is unable to use any of her vampiric powers, and only looks like a vampire. She is essentially a human, but still can only be killed with a wooden steak, silver bullet, or decapitation. She is also unable to suck blood in sunlight, so she must either drink the blood she'll need the night before, or find a very dark place. Being unable to bleed, and not having a reflection or shadow, are tell-tale signs that she is a vampire, and she'll use this to help hide herself in some cases. Biography: Vixen's initial life was of little significance. She lived in a family of a mother and father, as well as three siblings. Two were brothers, and the other was a sister. A terrible disease was going around the lands, and it got to Vixen's sister. She died at age three, and just one year later her mother died, from the same fatal disease. Vixen was six years old at the time her mother died, and was left in the care of her brothers and father. She had to be taught more on how to cook and keep house, than what her mother had taught her, by other local women. But she was alone in these chores, and her brothers were demanding. Over the period of fourteen years, from age six to twenty, Vixen lived this life. Nothing ever happened to her, and she never got a proper education. But she was now old enough to move away from her home in the western region of Kalveskia, her homeland. She went all the way to the eastern region, know as Telmire. She made a living here as just a standard citizen of Echire, the city she lived in. It was after four years that she started to see someone running in the darkness every night. She became paranoid after a short time, and began locking herself into her house even during the day. Eventually, after a year of these sightings, and on the day of her birth, a woman, looking to be thirty years of age came to Vixen's door. She convinced Vixen to let her in, claiming to be lost and cold. This was a reasonable excuse for wanting in, as it was a cold night, and Vixen's house was a good long way from most other houses. The woman was initially covered with a cloak, but she removed it once inside, and faced Vixen. Her skin was white, her eyes red, and her fangs were stained with blood. The woman Vixen let into her house was a vampire. But she wasn't just some blood-sucking vampire out to feast. No, this vampire was a powerful one, She led a small army of humans that she'd turned into vampires with bites. Vixen was to shocked to move, and soon she felt limp. Not from the surprise, but because she'd been bitten on the neck by the vampire. She fell down, and died in seconds. But she awoke from her death, as a vampire. From short blonde hair, deep blue eyes, and very simple clothes, she changed into a slightly pale skinned vampire, with long, flowing, greasy black hair, scarlet eyes, and tighter, but still flexible, clothing, that showed off more of her. She also had super-human strength, great running speed, very quick reflexes, and was now very flexible. However, she noticed something particularly strange: She couldn't speak any human language. All the could do was hiss harsh sentences, that only she and the other vampires understood. But the it came to mind... she had no idea what she was supposed to do as a vampire. Was there a purpose to this, or was she simply meant to live of the blood of others? But she was led, now, by the vampire that had bitten her. This vampire was known to all others of the Dutchess of Red Blood, a power hungry vampire who wished to create a huge legion of vampire minions to do her bidding. She was put in an extensive six year class designed to teach her to use her weapons, the duel Yatagan swords, the Keris, and ways in which she could use her nails to fight. She was forced to slice up many prisoners, spilling their blood, and then going into "frenzy" mode, to help her learn how to control it. Afterward she was always allowed to drink the prisoner's blood, so she could regain her strength. At the end of the training she was thirty-one years old, but still looked twenty-five. The Reign of Red Blood, as this "organization" was known, was at war with the werewolves of the land, whom had also been transforming humans into their kind. Vixen was sent out several time to do battle with them over the course of five years. She became keen to the enemies tactics, and one one of the best fighters in her group. The Dutchess saw this, and tasked Vixen with assassinating one of the werewolf leaders, in an attempt to collapse their group. But Vixen was tired of the fighting. She was more independent than the rest, and wanted to do as she pleased. Vixen had heard stories that if the Dutchess were to be killed, then they'd all become humans again, and be normal. Others claimed that if she died, they'd all die too. But she was willing to take the chance. When the Dutchess came to her, to give the order of assassination, Vixen pulled her Keris out with lightning speed, and lopped off the head of the Dutchess. Nothing happened to Vixen. She didn't become human again, nor did she die. But now she knew that if she was found with the body, then the others would tear her apart. She fled from the base of the operation, and hid where she could. She could not leave Kalveskia for very long, as part of being a vampire forced her to sleep in her homeland, and had she been a pure vampire, she would have had to sleep in the ground. She purchased a hooded cloak, to better hide herself from the vampires that she was sure were hunting her now, and the blend in with the public, as dark colored hooded cloaks were common. As she attempted to blend in, she noticed things she'd never payed attention to before. For one, she was always frowning, and she could really do anything about it. It wasn't a deep frown, but it was definitely there. Secondly, she couldn't see herself in a mirror, nor did she have a shadow. At first this threw her, but she soon understood the concept of why. Other thing included the fact that whenever she was cut, she never bled, and that her temper was incredibly short. Instead of just yelling at someone who had gotten in her way, she would jam her blade into them, and be on her way. She got used to all these, and became very efficient at escaping from anyone trying to catch her. Vixen has now been just "living" life, sucking blood, hissing, and killing for almost no reason. It's been 33 years since she killed the Dutchess, and she enjoys counter rice and grains. She has no care for anyone, and kills without mercy. Theme Song: Tokyomatrix 3000 - Binärpilot Battles:
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![]() Credit to Diaz for the signature. Fan Fictions: FMA: Requiem of a Soul (M) - TLoZ: Dark Seed (T) |

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Re: The Guise of Darius (Character List)
![]() Approved by Cookie Created: 04-18-2009, 08:34 PM Approved: 04-22-2009, 03:56 AM Age: 24 Race: Peritus Magus-Hominid Sex: Female Hair: Her long hair is a clean, rich brown color Eyes: Her eyes are periwinkle, a purple-blue color, but look glazed over Weight: 146lbs Height: 5’ 7” Relationship Status: None, not searching, will flirt. Known Family: - Eugenia Isha Kyna, Mother, Living age 48 - Imaran Abu Kyna, Father, Living age 51 - Tynan Baquer Kyna, Brother, Deceased age 25 - Vadin Dorjan Kyna, Uncle, Living age 54 - Alden Lev Kyna, Grandfather, Deceased age 87 Weapon: Bella carries only a dagger with an eight inch blade on the back of her right hip, for close combat and stealthy attacks. It’s hilt is made of a gold-like material, the grip is wrapped tightly in leather, while the blade is made of pure, incredibly strong steel. The overall length, including both the blade and hilt, totals twelve inches. Strengths: Bella’s obvious strength is with her magic. She’s highly skilled in it, and takes pride in her work. Along with her magic, she’s learned many aspects of dagger combat. Her variety of magical abilities allow her to be able to counter numerous types of magic attacks, although it depends on their strength. Bella’s eyes have been enhanced with magic so many times, they’ve been permanently changed; they always have a “glazed over” look, and with them she can see far better than a human. Her heightened eyesight can detect features of a person, such as whether they use magic (and how much) and if not, what else they may be. She can see the electrical currents running through a robot, the aura around a magic user, and can even see the nerve endings of a human spark, when they feel pain or pleasure. As a side effect, however, she has a harder time distinguishing colors of things, although she isn’t completely colorblind. Weakness: Bella is horrible at defending herself against fast, physical, and ranged attacks, such as an arrow or throwing knife. She can be overpowered by the aura of someone. As an example: If they were to pin her to the ground, or a wall, and their aura was great, then she’d be helpless to resist them. Even if they didn’t pin her down, one could still force her back with a great enough aura. Having been trained in many forms of magic, she has a slight weakness to the types of magic she knows. For example, she knows both Light and Dark magic, and therefore has a slight weakness to them both. Skills: Bella has learned much of magic, and is considered a Peritus (experienced) Mage. She has a variety of spells that are from several types of magic. She isn’t particularly proficient in one type of magic, but she uses all that she has well. Shielded Realm: This, purely defensive, spell takes Bella out of the normal realm which she is in. There is a visible red bubble around her when she casts this spell. The inside of the bubble is it’s own realm, in which Bella can’t be touched or injured in any way. The bubble itself, however, can be destroyed. Several medium powered blasts of any form of magic can do it, and, if struck enough, even a non-mystical weapon like a sword can burst this bubble. It’s highly effective against non-magic arrows. If the bubble is burst, then she’s thrown to the ground as she is pulled back into the normal realm. The spell takes little time to call and cast, but can only be used once every 12 minutes. Fireball: This is Bella’s most basic skill, but stronger than her normal fire attack. It takes 10 seconds to create a ball of fire around 4-5 inches, less than 30 seconds for a ball 6-8 inches, 50 seconds for balls 10-12 inches, and so on. Almost no energy is required for the spell on a small scale, up to eight inches, but from there it takes doubling amounts of energy for every extra two inches. Rushing Winds: This Wind magic attack is used mostly as a defense to blow an enemy back. If the enemy cannot be blown back normally, then Bella can charge it longer than the usual couple minutes, and send out a spinning ball of wind, made visible by leaves, dirt, twigs, and a few wind effects, into a foe. This attack can possibly stun a foe, but is used, mainly, to slow an enemy. Dark Wrap: This is a weaker spell that binds most foes. However, if the foe is a Dark magic user, then the bind will do nothing, and if they’re users of Light magic, they’ll usually have a much harder time breaking the coils. This attack can only be used in shadows and dark places, and takes only a moment to charge and cast. However, it cannot be used again for several minutes. Light Beam: Bella can use this attack to fire a beam of light energy from her palms at an enemy, and is much stronger than her normal light attack. It’s a medium power attack, and takes an average amount of energy to use. It will only work in direct light, although it can be any kind of light, including fire light. Squelching Water: This attack is one of Bella’s powerful attacks, as it brings down a pillar of water onto a foe, usually pinning them to the grown for a moment. It takes a few minutes for it to charge, and only a moment to cast. Thundering Crash: Bella’s most powerful attack, next to the Golem summons, is her Lighting magic attack. She requires extra focus to pull off this spell, as she must first call in a thunder storm. It takes almost three minutes for the storm to roll in, and if she looses too much focus, it will retreat, and she must call it again. If the storm arrives, it will stay for up to ten minutes, giving her time to battle before initiating the spell. After a minute of concentration up to about twenty large bolts of lightning come striking down, five at a time, in random locations near the opponent, with a decent chance that some of them will hit. Poison Golem: As one of Bella’s three Golem spells, it’s one of her hardest to cast. As with all other Golem spells it takes three consecutive spells (each taking three minutes to cast) to create the Golem creature, which is made of a pure, gooey poison. The Poison Golem is 5’8”, and sends out several shot of poison every second until one of them hits the enemy, or it’s shot itself out of existence (ten shots). After one successful attack, or after it’s exhausted itself, the creature falls apart, and cannot be called again for the duration of the battle. Ice Golem: As one of Bella’s three Golem spells, it’s one of her hardest to cast. As with all other Golem spells it takes three consecutive spells (each taking three minutes to cast) to create the Golem creature, which is made of ice. The Ice Golem is 6’0”, and uses icy magic to send a shot of incredibly cold air at an opponent for several seconds, freezing them for a minute or two. After one attack, the creature falls apart, and cannot be called again for the duration of the battle. Stone Golem: As one of Bella’s three Golem spells, it’s one of her hardest to cast. As with all other Golem spells it takes three consecutive spells (each taking three minutes to cast) to create the Golem creature, which is made of stone. The Stone Golem is 6’6”, and uses brute force to pound an enemy with its hands (in a sweeping motion). After one attack, the creature falls apart, and cannot be called again for the duration of the battle. As a note on the Stone and Ice Golem summons, whether they hit the opponent or not, after they attack, they will crumble. As for the Poison Golem, it shoots itself at the opponent, so after ten shots, it’s gone. If it hits the enemy, then it’ll dissipate. The reason for them to be gone after attacking, is that their attacks are very strong. The Stone Golem can crush an opponent, causing great pain and stunning them for a long moment, due to immense force of the impact, while the Ice Golem can freeze an enemy, also stunning them, and the Poison Golem’s poison will do continuous, minimal, damage through the battle. When summoning each of the Golems there are three spells that must be cast, each requiring three minutes. The first is basically a call for the creature, Their names must be called out periodically for the first three minutes, a total of ten times. The names are as follows: Semotana (Poison), Kelsrak (Ice), and Defnonte (Stone). The second spell is the gathering of whatever materials are required. Bella doesn't require them parts to be in the enviroment, as she can produce them herself. The final spell is taking the reasorces gathered, and putting them together to form the Golem. Her general magic attacks cover many forms of magic and, while weak to mediocre, can be used commonly. Fire, Water, and Light attacks tend to be in blasts, while Dark, and Ice magic will surround the target, causing continual damage until it dissipates, within a few minutes. The ways to counter this would be to use Light and Fire magic against their respective opposites. Her Lightning magic comes out as bolts from her hands. The Earth magic she knows can cause minor quakes, and control plants to a limited extent, while her Stone magic can create thin stone walls, and hurl rocks at opponents. The Poison magic she uses will cause damage for a short time, and her Wind magic can create breezes the throw off the aim of an archer. She cannot use Metallic magic to any extent, other then bringing her dagger to her, if it’s knocked away and still within a few feet of her location. Her other magic skills include the ability to fly, without a charge or rest time, and healing. Her flying ability is used as a way to avoid opponents, and get to places easier. She can fly as high as is safe for her, but she likes to stay near the ground. The weakness of flying, however, is that she moves slower when flying, as opposed to when she is on the ground. Her healing is good enough to heal small wounds in moments, and medium wounds in minutes. Large wounds, depending on how bad they are, can take hours to heal. Other than her magic Bella has learned how to fight with her dagger, for close encounters (possibly of the third kind). She’s proficient with it, but if it’s knocked away, she’s helpless to a strong character when things get up close. She usually uses it with the blade down, as that’s how she has to pull it from it’s sheath, but she can quickly change it to point the blade up. Appearance: Bella is a beautiful young woman with long brown hair, and periwinkle eyes. Her face is fair, and her hair is always kept clean, and shiny. She has visible muscles in her arm, from training with a dagger a lot, and her wrists are strong. She wears a long, mage's robe which goes down to her feet. It’s a slightly lighter form of maroon overall, with long gold and black swirls all around it. It’s sleeves go all the way to her wrists when her arms are down, and she always keeps it buttoned up in the upper body area, although open plenty by her legs, to allow fluid movement. She wears a matching dark maroon silk belt around her, above her hips, showing off her (not incredibly skinny) waist. The cloak is open near her neck, so she can move her head easier, but if it were closed, it’d cover her whole neck. Her dagger is kept in a little sheath on the back of her right hip. The handle points toward to right, allowing her to quickly pull it out, with the blade facing down. Her hands are small, but strong, and even though she hasn’t ever trained in fist-fighting, she can throw a pretty solid punch. She wears simple gold and black colored cloth shoes, with thick brown leather souls on her feet, while both her pants and shirt are a slightly dark red velvet-like material. Personality: The way Bella acts depends largely on the current situation. In a normal, social place, she’s happy, and flirty with the men. She refuses to go further than a flirt, however, as she has no interest in a relationship. She will participate in some social events, especially if they are based around magic, as she usually wins such competitions. While she isn’t a visibly sore loser, she really does not like the feeling of having lost something. At times when she’s alone she’s happy, but usually will go out to interact with people. She doesn’t desire a relationship, but she doesn’t like being alone for long periods of time, unless she’s training. If she is training, then she hates to be interrupted, and will usually be angry at whoever disrupted her training for some time. If she’s challenged to a battle she becomes quite serious, unless it’s a friendly spar. When sparring she takes it seriously, but goes easy on her opponent, and tries to keep a smile on her face. If it’s a real battle, however, then she’s prepared to do whatever she needs to do to win, despite who started it. She takes real battles like this seriously, hardly ever showing a smile unless she’s won. Biography: Rhian’s past is surrounded by magic; she was born into a people who used magic, her parents, and all other relations were magic, and she was taught magic. Her immediate family, that she lived with, were her mother, father, uncle, brother, and grandpa. Her brother was only a few years older than her, and was quite a problem child. All of her people inherently knew how to use magic of all sorts, but had to be taught to control it, and what can be done with it. While she followed her mother and father by learning a variety of magical tricks, and how to use most forms of magic, her brother followed his grandpa and uncle, turning to Dark magic. The main reason for this was that he loved pranking people, and Dark magic could hide him well in the shadows, making certain pranks easier. He could even use it to hide a small object in the light from someone’s sight, after enough training. Her own life was a social one. She made several good friends, and many good acquaintances as she grew. She did take a bit after her brother, and was a bit sly as a child. She’d sneak into the bar in town to get some “free” food to take with her when she went off to train. It was convenient, and she would always buy some of the exact same food, and replace what she had taken. She’d play games of magic, such as batting a small, yet harmless, ball of light around with paddles, also made of light. Playing was just the start of being taught to use magic. As she grew to nine years old she was put in an official magic school, known as Veneficus Academia. She pursued many classes all over the school to learn as much of the different types of magic as she could. Again, her brother focused on Dark magic, but took some Light magic classes to learn better ways of countering it. She attended this school for years, until sixteen, when she was put into the Veneficus Universitas. Here she was taught advanced spells, rather than just magic. These spells took time to learn, and cast, for her at this point. As she was growing up, and attending Veneficus Academia, she had been on relatively good terms with her brother. But by the time he was sixteen, and went to learn advanced Dark spells at Veneficus Universitas, they grew apart, as he became more violent, and “evil” in her eyes. Other didn’t see it the way she did, but there was a very literal reason for this. On her own, she created a spell that could enhance her eyesight for a short time to see things no one else could, in an attempt to see if her brother truly had become evil. With this spell she could actually see the aura of the people around her, and to what side they were aligned. Very few people - including her grandpa, uncle and brother - were shown to be aligned with evil, as their auras were very dark. But it was her brother that she feared. His aura was spread wide around him, and as black as the depth where one could no longer see. Just being around him one could feel a chill. Fearing her brother’s powers, she kept what she saw a secret from everyone, even her own parents. As the years passed she kept enhancing her eyes, and watched as her brother’s aura grew, and darkened further. But as she went on, she noticed she could still slightly see his, and other’s, auras even when the spell was deactivated. But it wasn’t until she was seventeen, and now attending Veneficus Universitas, that she was experiencing a slight loss in her ability to distinguish colors. Whenever she washed up after training with a dagger, which was a strong requirement once she enrolled in Universitas, she watched as her eyes became more and more glazed over. She could eventually see auras, and several other things no one else could normally, but still lost her ability to see colors. She never did go completely colorblind, however. At the time she became 22 she left Universitas and just wanted to get away. Her strange ability to see these things was scaring her, her grandpa had died of old age, and she feared her brother more than ever. She feared he’d transform into a Malum Bestia, and destroy anything or anyone he disliked. She was someone he despised now. But he followed her wherever she fled, eventually catching her. She attacked him in defense with a Light Beam, doing a good deal of damage, and upsetting him greatly. She was the instrument of his doom now, as what she had done caused him to transform into what she feared most… the aforementioned Malum Bestia… An Evil Beast. With what she’d learned, and her advanced eyesight, she was able to beat him back. She could see when he charged an attack, and where a weak point opened up, allowing her to fire her Light Beam at him, for several damaging strikes. This brought him back to his normal, human form, but inevitably killed him, despite what she, and others did to try to heal him. He died without ever saying a word, but Rhian could feel that he was sorry, that he utterly regretted what he’d done. Never having seen the battle, and never hearing anything from her brother, the people of her town sent Rhian into exile, as they thought she had killed him out of an unprovoked fear. They didn’t accuse her directly of murdering him, but they didn’t want someone who’d kill her own brother around their town. She lived out the next two years of her life, living on her own, but still socializing with people, as she’d grown so accustomed to it. She enriched her skills of magic, and got so used to her sight, that she couldn’t even remember what the world had looked like before. Theme Song: Forever - Kr1z Battles:
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![]() Credit to Diaz for the signature. Fan Fictions: FMA: Requiem of a Soul (M) - TLoZ: Dark Seed (T) |

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Re: The Guise of Darius (Character List)
![]() Approved by Insaney Created: 05-04-2009, 08:19 PM Approved: 05-04-2009, 08:31 PM Name: Allan Murphy Blair, alias Allan BloodBird Name Meaning: Handsome Sea Warrior Age: 28 Race/Nationality: Human, Welsh Languages Spoken: English, French, Italian Sex: Male Occupation: First-Mate of the Cassandra. Ship Specs: East Indiaman, 53 meters long, 1400 tons, crew compliment of 125, 56 cannons (10 Carronade cannons on deck, 2 below deck in-front, 4 below deck in-back, 40 Long Gun cannons below deck, two rows on the sides, 20 to each side) Superior Officer: Captain Kaida Wilcott Pay: One-and-a-half shares. Hair: Most of BloodBird's hair is black, but there is a stripe of grey going from the front center, around the left side, and down to the center of his head in the back. His hair is all pulled back, and put in a short pony-tail. Eyes: Leaf green Height: 6' 1" Weight: 156 lbs Relationship Status: His Captain is obviously in love with him, but he has no desire to take part in the relationship, keeping things strictly professional between them, no matter how much she may flirt. Weapons: BloodBird carries with him nine pistols, a long pistol sword with six shots, and three small hand bombs. Two pistols are on the front of his hip, two on the back, two inside his coat, one on a belt over his chest, and two on his boots (one gun on the outside of each boot). His pistol sword is kept on the side of his left hip, while the pouch holding two small smoke bombs and one flash bomb are on his other. Unlike typical Pirate bombs, BloodBird's bombs require no fuse, and thus can be activated even in water (not that there's much use for that). Armour: BloodBird has no actual armour, but his frock coat is thick, providing decent protection from light slashes and thrusts. He really has nothing else that could be considered all that protective. Strengths: BloodBird is a master of flintlock pistols, able to fire off all nine that he has with maximum accuracy within twenty seconds. Reload time for single gun is around ten seconds. His pistol sword can fire six shots and reloads like a revolver; he can reload it within around twelve or so seconds. He's also an exceptional fighter with the sword aspect of his pistol sword, and ship rigging are his friend; he's excellent at swinging from ropes, and climbing around on ropes. Weakness: Water is a considerable weakness to BloodBird because if his pistols and black powder get wet, they're useless to him. This leaves him with just his pistol sword and bombs, and though he's good with his pistol sword, he's much better with his pistols. Also, his right leg was injured years ago, leaving him with a limp. He can't run very fast, and he wobbles a bit when walking. He can't stand on his right leg for more than a few minutes, so knocking him off balance isn't very hard. Despite his polite mannerisms, and charming character, Allan gets drunk very easily, becoming tipsy after only a couple drinks. His aim is off by a lot, and get use his pistol sword very well, and he can hardly stand by the time he's had three cups. Skills: BloodBird is extremely skilled with using pistols. He's very accurate, shoots fast, reloads quickly, and can holster his pistols, take out the next two (he uses two at a time), fire, and holster them again with all haste. He does show off from time to time by spinning, juggling, holstering and un-holstering, and tossing his pistols around. His skill with his pistol sword is very good, and it's an advanced weapon, able to fire six shots before needing to be reloaded. He uses this when in close combat situations, or when he runs out of ammunition for his other guns. While his left leg is injured, he can dodge fairly well from a stationary position, though he can be knocked off balance while dodging. Appearence: On his upper body BloodBird wears a standard white Pirate shirt, and over that a maroon waistcoat, with four pockets. Over the shirt, and around his wrists and lower arm, are black studded bracers with a Skull and Crossbones on each. Going over the waistcoat (and connecting to his belt) is a strap that holds one of his pistols. Over all of this is a red, gold, and black frock coat with two holsters inside for two more of his pistols. Also inside the coat, in four small pouches, are bullets and black powder (two bags of powder, and two of bullets). He wears a dark red head band, which acts like a sweat band, on his head, and has gold hoop earrings on both ears. For his lower body he has simple, dark blue pants, a black leather belt with a silver buckle over his waistcoat, four holsters (two on the front on his hip, and two on the back), the sheath for his pistol sword on the left end, and the pouch holding his bombs on the right. Covering his feet are black boots with a small loop on each to hold two of his pistols. To top everything off (bad pun, I know), BloodBird has a fancy hat. It's the two ended style (as opposed to a tricorne), three feet in length, black, thick, has white down along the rims, a Skull and Crossbones made from gold on the left front end, and three large feathers. Each feather is two feet long, and comes out the right side of the hat. The two on the sides are white, while the one in the middle of the three is red. Personality: Allan is a fancy, polite Pirate, though not the nicest. He'll do his job without hesitation, unless he's fighting a female. He will never kill a woman, but he will knock them unconscious. When on shore-leave he will dress up, go to high-end parties, and may even dance. However, due to his injury he rarely dances, as it's difficult and painful. He socializes often, and most people he knows have no clue he's a Pirate, due in part to the fact that he removes his bracers, frock coat, hat, and head band, and then puts on a thinner, cleaner frock coat, and removes all of his pistols. While on duty he's fine with killing men, though he prefers to just disable them so they can be put up for ransom. When against rival Pirates, or officers of any government navy, however, he shoots to kill. Normally, whether on duty or not, he's calm and in a good mood. He doesn't show surprise often, but he can be surprised, no doubt. His Captain, Kaida Wilcott, is in love with him, but he will not return those feelings, as he thinks of her as just his Captain, attempting to keep things professional. This can be hard as she flirts with him often, and unleashes her anger on him often times. Biography: Allan Murphy Blair was born in the city of Cardiff, Wales in the United Kingdom. His parents and only sibling, a sister named Cambree, were traders who spent most of their time sailing. Allan himself was born on a Fluyt. His family got good pay, considering they owned an entire Fluyt, a Dutch ship designed with maximum cargo space, and decent defences. He was on the ship for an entire year before he first set foot on land. He, his mother, and his sister stayed on land while his father and the rest of the crew went on to continue trading. Life was simply growing up and learning everything he would need to know to help the family with their trading. He spent seven years on land, waiting for his father to return. When he did he had nothing to trade, and so spent a whole year getting to know Allan. Finally Allan got back onto a ship, and put what he knew to work, helping his family with their trading. He went on like this for six more years, until he was fifteen. A few years back, the ship, named Amity, had successfully fended off a small Pirate ship with very little damage taken. But now they weren't quite so lucky. This band of Pirates had a Sloop-of-War, with seven more guns than them. The Pirates captured the Amity and killed more than half the crew. Allan and his family were untouched, and put up for ransom. Only he and his sister were paid for, leaving his parents with the Pirates. He and his sister were paid for by a wealthy tycoon who thought they would be of more use, as they both knew a lot of trading, and were much younger. However, the man himself was a Pirate, merely posing as a tycoon. Allan was separated from his sister, and taken onto one of the man's many ships. To the best of his knowledge he was merely on a trading ship, and after a few days the ship met up with another one, and the two met of with six more. After several more days he could see a whole mass of Royal Navy vessels through the fog. He was thrown into the bottom of the ship, out of the way, while the Pirates fought these navy ships. During the battle several Navy officers had boarded the ship Allan was on. He was handed two pistols, a bag of bullets, a bag of black powder, and given a crash-course in pistol reloading. He was ordered to fire on anyone from the Royal Navy, and he did. He killed nine men total, before being knocked out. Upon regaining consciousness he found himself on a couch in the office of the tycoon. He was awarded for his excellent shooting, and helping to keep the ship from their enemies, with a total of nine pistols, equal to the amount of men he killed. He served under the tycoon for eight more years, until he was twenty-three. During his time with the tycoon he's learned how to socialize with high class citizens, appear not to be a Pirate, and was taught many manners. To this end he became a polite, well dressed Pirate, who was respected for his ability to use pistols, and many were in awe at his pistol sword, which could fire six shots before needing to be reloaded. He had gained this weapon while on shore-leave from a merchant who had all kinds of exotic weapons. His bombs were high-end, but standard issue for the tycoon's men. But by the time he was twenty-three he met someone; a woman. She was no doubt good looking, but he was never seduced by her looks. It was her brave, commanding personality, and loyalty to her crew that he admired. She was Captain of an East Indiaman, a small ship with just over fifty cannons. He had met her while the ship he worked on was docked next to hers. Upon first meeting he commented on how clean her ship was compared to any ship he'd seen. "Cleaner than even a ship of the Royal Navy," as he put it. She looked him over as he looked over her ship, and immediately took a liking to him. He was tired of working for the tycoon, and wanted a more free-style Pirate life. This woman, Captain Kaida Wilcott, offered just that to Allan. After this first meeting with Ms. Wilcott, Allan "resigned" from the service under his old Captain, and met up with Ms. Kaida before she left shore. They left together, but Allan had no idea what he was getting into. Within the next few years Allan rose through the ranks on this ship, knows as Cassandra, fairly quickly, mostly due to the fact that Captain Kaida had utterly fallen for him, but also because he was just that good. Often times Kaida would try to seduce Allan, but to no avail. As far as Allan was concerned, she was just his Captain, and that's all. She was not a love interest to him at all, though she was very much in love with him. She even went as far as to set up an amazing, romantic dinner in her private quarters, and dressed all up in red silk. She was an amazing sight, but this didn't faze Allan one bit. He refused to come to this dinner, saying that while on the job, his duty was to the crew, not to any personal wants or needs. Whenever he would not submit to her seducement, she would get very angry, and let it all out on him. This time around she actually demoted him to a mere Cabin Boy, and set her monstrous cat-like creature in his place. Allan, while surprised by this impetuous act, didn't act so, and took it like a man, doing his job. However, this lasted only a week because she had ordered an attack on another ship, and needed him to help. The attack was against a Brig, meaning Captain Kaida's ship had the advantage in fire power, five-fold. After the Brig had been disabled Captain Kaida ordered it to be boarded, and looted, and put Allan in the group. Upon boarding it looked like there was just a small crew, nothing to pose a real threat. But, when one of the Pirates opened the door leading into the lower ends of the ship, many Royal Navy officers stormed out and surrounded Allan's group. They figured that Captain Kaida wouldn't sink the ship if it had her own men on it, and ordered her to surrender herself, her crew, and her vessel over to the Royal Navy, by order of the King himself. Naturally she refused. The lead officer threatened to kill her men if she did not, but she retorted that she'd send them to the bottom if they did so. The situation was at a stalemate, so Allan, along with the boarding party, acted independently. While the other men jumped the officers, Allan fired off his pistols, killing an officer with each shot, not missing. However, one had slipped behind him, and shoved his sword into Allan's lower right leg, while tripping over some rigging. The blade went clear through Allan's leg, and fractured his bone slightly. He couldn't use that leg at all, so he sat himself against a mast, and kept shooting, despite the pain. After the attack, which was successful, Allan was brought back aboard Cassandra and, after it was completely looted, the Brig was sunk for housing officers of the Royal Navy (this was done by request of Allan himself). For his bravery, skill, and ability to save his fellow crew-members, Allan was promoted back to his position as First Mate of the Cassandra. Captain Kaida comforted him while his injury healed, though he took it the wrong way, thinking that she was flirting with him even at this time. Eventually his wound healed most of the way, but he was left with a nasty scar, and a limp in his right leg. This incident had happened two years after his joining with Captain Kaida, while he was twenty-five, and Kaida was twenty-two. He's been with Captain Kaida and her crew for the last three years as well, still resisting Kaida, still commanding the crew, still doing what he does. Whenever he's on shore-leave he enjoys going to high-end parties, wearing very fancy clothes (as opposed to his normal fancy, yet dirty, clothes), and occasionally dancing. He has friends in some places, and none of them know he's a Pirate; to the best of their knowledge, he's a very respectable sailor. Theme Song: The Sailor Song - Toy Box Battles: Crossroads:
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![]() Credit to Diaz for the signature. Fan Fictions: FMA: Requiem of a Soul (M) - TLoZ: Dark Seed (T) |

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Re: The Guise of Darius (Character List)
![]() Approved by: Tohopekaliga Created: 07-25-2009, 10:19 PM Approved: 07-30-2009, 01:38 PM Age: 6 years since his casting down, but appearing to be 28-30 years old Race: Fallen Angel Sex: Male Hair: Golden-yellow and short. Eyes: Purple Weight: 132 lbs Height: 5’ 9” Relationship Status: Mellaca is married to a woman named Hedrina. Weapons: All of Mellaca’s weapons cause both Light and Shadow (Dark) damage to foes, depending on how they’re used. The Light abilities are from his having been an Angel, and their Shadow powers were a “gift” from Seducide. Blade of the Shunned: Formerly known as the Blade of the Beloved, this long sword is Mellaca’s main melee weapon. The strange blade of the sword is a light-yellow color, but glows dark-purple. A slice or shallow cut into an opponent will cause Shadow (good against light-aligned enemies) damage, while a stab or deep cut will cause Light damage (good against dark-aligned enemies). Its hilt is a blood red color, with a maroon grip. The cross guard points out toward to the end of the blade, like horns, while the pommel is slightly diamond shaped. Dagger of the Rejected: Previously the Dagger of the Chosen, this weapon is basically the Shunned, but is a dagger and backup weapon, at only seven inches (twelve inches total). The grip of the Shunned is two-handed, but the grip of the Rejected is only large enough for one hand. As a note: The Shadow/Light effects are the same, but the Rejected won’t do as much magical damage. Bow of the Ruined: Once known as the Bow of Salvation, this is Mellaca’s short bow. The bow itself is blood red, like the hilts of the other weapons, but it’s string is light-yellow, like the blades. In the quiver, Mellaca carries both Light and Shadow arrows, to do respective damage to their opposites. Armour: Mellaca wears no armour, except for his clothing, which is made of a very durable material. Armour would weigh him down if he tried to fly, and he rather prefers to avoid an enemy in the first place. Strengths: Mellaca’s most notable strength is that he can resist both Light and Shadow magic, as well as his weapons ability to do considerable damage to Shadow and Light magic users. Other than that he’d been fighting for thousands of years against demons of all sorts, using mainly his sword. The wings on his back also give him the advantage of flight, which he can use to fly far from the reach of an opponent who can’t fly. When on the ground his Shadow magic is more effective, and in the air his Light magic is stronger. Weakness: A particularly nasty disadvantage to Mellaca’s flying is that he has a harder time aiming his bow, and his sword is difficult to use. There is, however, little effect on the dagger. Not being an expert magic user, Mellaca can effect himself with his own magic. If he does not find cover while the Tears of Lisheen fall, he can be weighted down, an may become unable to fly until he “dries” off. Due to the random nature of the first part of the Fires of Hell’s Pits, he may burn himself as one of the fire pillars erupts. Skills: Mellaca is as skilled as any Angel who’d been fighting demons for thousands upon thousands of years. He knows standard attacks - like slices, stabs, blocks, and counters - using them quickly, and to great effect. He can also use his large wings to basically slap an opponent, knocking them several feet away. But Mellaca isn’t only trained in fighting with weapons; he knows a few magical abilities as well, given to him from Lisheen (before his fall), and Seducide (leading to his fall). Tears of Lisheen: This magic will summon pure Light energy “tears” to rain down on the enemy. Like water, it can soak into the clothing of the opponent, and will drip down their skin or armour. This will do decent, continual damage to a Dark user, but only seems like normal rain to a Light user. Demons of Darlanti: With this Mellaca can summon up to four small demons to distract the opponent. They have little knives and small wooden shields as protection. After surrounding the target some will attack with their weapons, while the others will jump up onto the enemy to further distract them. They don’t really do much damage to Light or Dark users generally, but may manage to stab or cut their opponent. They’re purpose is merely to be a distraction while Mellaca calls one of his stronger attacks. They can be killed with one strike from a Light weapon, and two from any other weapon, even non-magical ones. Light of the Heavens: This attack is a high power Light magic attack. Light shines down, at first, very brightly on the opponent, but soon a shaft of bright yellow energy fires down from the skies and blasts the target. If the enemy knows what’s coming, then the can avoid it just before the beam strikes. It will do heavy damage the Dark enemies, but may only knock back a Light opponent. Fires of Hell‘s Pits: This is the strong Shadow magic attack that Mellaca can use. It may look like Fire magic, but it only does Dark damage. The start of this attack is when the ground shakes violently. Pillars of fire will burst out in random places around the enemy, possibly hitting them, though they can be dodged (if they‘re hit, then minor Dark damage will be caused). The next step is when the holes in the ground break open more, and a thick black smoke rises. This is warning for the opponent to be ready for the attack. Blue fire comes from these holes, and flies around the target, closing on them quickly. This stage is difficult to dodge, but one could escape it. After the blue fire touches the enemy they become stiff for only a few seconds, then return to normal without any initial effects. But only a minute later they will feel cold. If they’re Light users, then they’ll feel the effects of the Dark magic well (sharp pains over the entire body), but if the enemy is Dark, then it won’t do very much, past making them cold, and possibly stunning them. Mallaca’s passive skills include Mortal’s Escape, a Dark healing ability, and Eltrine’s Defense, which is a defensive shield made of Light that surrounds him for a few minutes. He currently has no other magic, and hasn’t made an effort to gain any more. Appearance: Mellaca is a countless number of years old, but has the natural appearance of someone around the age of 28 through 30. His golden-yellow hair shines with an unusual brightness when in direct sunlight, and his light-golden colored trench coat rather stands out among most people. But that isn’t all that stands out, as his pure white feathered wings are always out, curled behind him, and his eyes are a distinct purple color. There are slits in his coat where his wings are, allowing the coat to be slipped on and off without much trouble. These beautiful wings have a total wingspan of eleven feet, and six inches. There are also a few noticeable hairs starting to grow on his chin. The Shunned’s hilt points to Mellaca’s right, and is kept on his back with a strap, rather than a sheath, while his dagger is kept in a small sheath that matches the cross guard on his left hip. He keeps the Ruined hidden on the left side of his trench coat, and the quiver’s opening facing to the left. Underneath the trench coat are his plain clothes. His pants are a very dark maroon, while his shirt is blood red. He keeps his coat open at all times, and his marriage ring clearly visible. Personality: Mellaca is a nice guy just about any time, and where there’s no competition. He’s a helpful, sweet guy who will help a perfect stranger with their bags. He stays loyal to Hedrina, even though he may never see her again, and will never go past a friendship with another woman. Though he may be feared by some, for obvious reasons, he’s not concerned with it. He still tries to make friends, and if someone can’t accept him for who he is, then they’re not someone he wishing to hang out with. But when battling, or during a physical competition, his corrupted side shows through, taking advantage of his human qualities. He fights fiercely, not caring for what damage he does to the other person, until they’re just about dead. At this point his corruption fades, and he’s willing to help the person recover. He’s sworn never to kill a single soul during his life. There are some battles, however, that he has complete control of himself, and fights like a decent man. Biography: Mellaca never really had a “start” to his life, as he was an Angel, and had always existed. But throughout this time he’d done his job in the heavens as he was commanded to do so. Those who commanded him were the gods of the world. Lisheen, the goddess of Light, and her husband, Eltrine, the god of Light. They helped the deities below them grow, govern, and maintain the world they ruled. They were also it’s main protectors, guarding the land from the god and goddess of Shadow: Darlanti and Seducide. Seducide also doubled as the goddess of Lust, while Darlanti commonly disguised himself as a human to clandestinely bring many to worship him. Mellaca had fought several wars against the demons of Darlanti, always prevailing with weapons given to him by the Light gods: The Blade of the Beloved, the Dagger of the Chosen, and the Bow of Salvation. He used these weapons alongside other Angels for many years, all of whom he knew, and loved. When one died, it saddened him, but drove him on to defeat more demons, and cleanse the land. The weapons he used were entirely golden, and shone bright through the black, making him the lead Angel when they entered dark places in which their own light would not shine. But during his battles Mellaca had never even seen Seducide, unlike Darlanti, whom he’d seen many times. This gave her a chance to corrupt him, and win a major battle. She, like her husband, was able to shift from one form to another to deceive and tempt many to join her. With this power she waited until a long time before a key battle was going to happen, and then moved on Mellaca. She posed as a helpless young maiden who had been attacked by a few demons. Mellaca found her shortly after the demons had “jumped” her, although they were just acting, and went to save her. He thought she was just a young woman that the demons would take away. He killed one of the beasts from a distance with a Light arrow, then charged at the other two, quickly dispatching of them. He helped Seducide up, who now called herself Seletine, and claimed to have demons constantly chasing after her. He vowed to be her Guardian Angel, and protect her from any more beasts that might attack her. As time went on he got to know her well, and had to “protect” her a few more times. He grew close to her, feeling something he’d never felt. He had no idea what he was feeling, but he knew he enjoyed being near her. This was the beginning of his fall. Now starting to take advantage of how close Mellaca had grown to her, she cleverly devised ways to obtain details on the strategies that would be used in the coming battle, as well as other key details. She would usually ask him, very sweetly, of things he knew. She pretended to be interested in some things, but would always get him on the subject of the battle, eventually learning what she wanted to know. It was a short time before the battle that she’d completely gained his trust. She now acted, sending Mellaca to his eventual casting down. She convinced him to change a small part of the strategy, therefore allowing her demons to make a quick kill. After he saw the mistake he’d made, he wondered what could have happened, not even suspecting his dear Seletine. During the battle she came under “attack” again, and called for his help. He now had to choose between helping in the battle, which was now going to be a loss, and saving Seletine. He chose the latter, even though his duties were far more important. He flew as hard as he could to her location, seeing that the demons were holding her hostage in a crude fortress. He was angered by this and utterly destroyed the fort, killing the demons inside. As he ran up to here Eltrine came down from the heavens, with his sword drawn. Seletine claimed that he wanted to kill her, and pleaded for Mellaca to defender her. He believed her, getting ready to fight his own god. But before he was attacked she gave him a gift of Shadow enhancements, claiming it was the only way to defeat Eltrine. Mellaca’s weapons changed to their current colors and powers: blood red hilts, and yellow blades that glowed purple, and giving him Shadow arrows. She also granted him with Dark magic, changing his eyes from green to purple. As Eltrine approached, Mellaca fired a Shadow arrow at him, knocking him back. He was shocked at the power that the arrows had, but shot another one at Eltrine. But the attacks quickly came to blows of their swords, both of which were amazingly powerful. But Mellaca’s was better. It was Light, and therefore wasn’t effected much by Eltrine’s own Light sword, and could repel Eltrine’s sword with it’s Shadow enhancements. The battle lasted for at least an hour, though both lost track of all time by their obsessions to kill one another. But it was Mellaca who won out in the end, bringing Eltrine to his knees. He took his chance and quickly decapitated Eltrine, who he’d once sworn his loyalty to. He went back to Seletine, and as he touched her, she transformed back into Seducide, the goddess of Shadow and Lust. As she finished changing he was stunned. But it didn’t last long, as she started to attack him. He fled, flying as fast and as far as he could, but he was found. Not by Seducide, but by Lisheen his goddess. She bound him, and took him back to the heavens where he lived. Along the way back she had been crying tears of pure light, making Mellaca so very regretful. He’d never seen either Light god cry for anything. But his time for regret was cut short, as he was now in a court-like area. He knew what would come next… He was condemned of murdering Eltrine, and acting as a saboteur in battle. He was stripped of his status as an Angel, and cast down as a mortal to a world he’d never seen before. He was allowed to keep his weapons, but they were cursed with new names: The Sword of the Shunned, the Dagger of the Rejected, and the Bow of the Ruined. Mellaca was to live a life the length of a normal human, but no longer. As part of his punishment he was made only half mortal. This meant that while he could not be killed, he could still be injured, and would die in 80 years of his placement on this new world. After he’d been dropped on the new earth, he immediately looked for a place of refuge, to hide from everyone. He had become so saddened by the act he had committed, killing his god, that he feared he may hurt others. He went into a cave, that was warm, large, and “home-like” enough to live in for the time being. He wasted away in this cave for three years, having forgotten what it was like to interact with others. He longed to be with people, but still feared himself. It wasn’t until about a week after his third year on the world that he met the green eyed beauty, Hedrina. She was his height, 22 years old, had dark yellow-green hair, and was a very caring person. She found Mellaca sleeping in his cave as she was on a walk. She had actually gotten lost, and was looking for someplace to rest before she went on. Shortly after entering the cave she could tell that someone lived here, or at least stored food, and other provisions there. She only had to go a short distance into the cave to find Mellaca, sleeping on the ground. At first she was frightened… She’d never seen a man with wings, let along such beautiful white wings. She approached him with care, taking a close look at him. But as she was looking into his face, he woke up. At first he just looked back, half asleep, but soon his eyes widened, and he jumped up. There was a few moments while both stood there, observing each other. Finally Hedrina spoke, introducing herself, and asking if she could rest there for a while. Mellaca had not spoken to someone in so long, that he had to remember what to say when agreeing to let her stay. The two of them sat down, but several feet from each other. Mellaca watched as Hedrina took off her intricately designed jacket, revealing a sleeveless shirt underneath. He reveled in her beauty, and couldn’t take his eyes off her. She noticed this from the corner of her eye, and started to blush. As Mellaca saw this he turned away, and started to fiddle with his bow. Now that Hedrina had rested, she put her jacket on, got up, and turned to Mellaca, thanking him for allowing her to stay. He nodded, watching her leave the cave. But she stopped at the entrance, and looked back. After a moment of silence Hedrina asked if Mellaca would like to help her find her way back to her town. He agreed, but had no idea where to go. They walked everywhere looking for a town, but were forced to return to the cave due to the lack of light. The night was coming and they were tired. They slept peacefully through the night, not aware of how cold it was. Mellaca had subconsciously gotten up, still asleep, and moved next to Hedrina to stay warm. Naturally he was quite shocked when he woke up, laying next to her. He quietly crawled back to where he’d been before, so that Hedrina would know nothing of it when she awoke, which was only a few minutes later. The two set out later that morning, after washing up in a natural spring outside the cave, and eventually found their way to Hedrina’s town. She showed him around the place, and took him to a late lunch as thanks for helping her. When he started to eat the food he ordered he froze. He hadn’t known what it was like to eat such delicious food. He slowly chewed each bite, savoring the flavor. Hedrina thought him to be funny, as everyone she knew ate the food at a normal pace. After finishing Mellaca was invited to stay with Hedrina for the day, before leaving. He accepted, and went with her to the place she lived. It was small enough for a family of two; A husband and wife. He stayed through the day, and the night, wishing he could stay. His fears faded quickly as he remembered the joy of being with people. He never did leave the house, except to go out into the town, and when he and Hedrina had to move. He’d been living with Hedrina with almost three years, and had become her husband a several months ago. They had one child, a boy, and were forced to find a bigger place to live. They did so, and moved quickly, having very little to move from the old house. Mellaca had been hiding his wings for a long time, passing off as an ordinary human, and getting along well with the people in town. But he made one small mistake, sending his life spiralling down. The houses where he lived were very close to each other, but privacy was good, as the neighbors respected one another. However, Mellaca had walked outside at the wrong time. Every morning, in the early hours, he would walk out of the back of his house to spread his wings, before tying them up for the day. But this day one of the neighbors couldn’t sleep well. He had walked out just after Mellaca opened his wings. The man shouted out in fear, calling him a demon, and waking up the others. Soon the neighborhood was awake, and claiming that Mellaca was a demon. Soon his neighbors threw him out of the town, claiming to be protecting Hedrina from him… the "demon." He was greatly upset at this, and wanted to charge back into the town, but came to his senses and stayed away. He didn’t want to frighten the people any more than they were, and avoided the town completely, even though Hedrina and his son were there. He now travels around, hoping that one day he’ll be allowed back into the town to see his family again. Theme Song: The Day The Whole World Went Away - Nine Inch Nails Battles:
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![]() Credit to Diaz for the signature. Fan Fictions: FMA: Requiem of a Soul (M) - TLoZ: Dark Seed (T) |

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Re: The Guise of Darius (Character List)
![]() Approved by Ciroton Created: 08-17-2009, 9:29 PM Approved: 08-21-2009, 11:59 AM Age: 28 of his years, but about 33 in standard years Sex: Male Race: Steampunk Human Hair: Hewitt doesn't really take the time to mess around with his hair, so it's got no real style to it; It's just hanging out wherever he, or his equipment, happen push it to. It's fairly long for a guy, reaching to the top of his nose in the middle, and the ends of his ears at the sides (goes down to the bottom of his neck in back). Hewitt was born with white hair, but due to his work, and lack of care, it's stained to a medium grey color now. Eyes: Hewitt tends to hide his relatively deep pink eyes behind his dirty orange-tinted glasses, or his black-tinted goggles, as he finds his eye color rather embarrassing. Weight: Without his duster (thick coat similar to a trench coat) and Gallagher (his upper-body-enhancing invention) Hewitt weighs 156 pounds. With both Gallagher and the coat, he weighs in at 177 pounds. Height: 5' 9" Relationship Status: Hewitt's too much of a busy nerd to really think about a relationship. On the other hand, if a girl shared the same interests as him, and would do those things with him, he'd be quite fine with it, and might actually be able to take part in such a relationship. Gallagher V.2.2: This is Hewitt's most used invention. It's a copper-plated device (shaped similarly to a small, flat backpack) that covers the upper half of his back (brown leather straps come over his shoulders from the top, and around his side at the bottom, then strap together in a sort of harness), and has four "arms." Two of the arms actually attach to Hewitt's arms: they look like small brass pipes with ball-joints that run along the outside of Hewitt's arms, then end by splitting off of a brass dome on the back of his hand, and going down to his fingers (it separates from one main pipe at the dome, into five much smaller ones). Three-fourths of the last digit on each finger is covered in a half-inch cone that allows Hewitt to easily manipulate very small wires and such. The tips of both index fingers and his thumbs can work together to solder items easily. The other two arms come out of the bottom of the device, and forward at waist-level. They have limited A.I. so that Hewitt can focus more on the building, while they hold things (such as a magnifying glass), pick things up (like a part Hewitt needs), or move things away (like scraps). Each hand is made up of six thin fingers, with tips similar to those that connect to Hewitt's fingers, but with ronded tips. As for the arm length, they can be as short as three feet, or as long as five, depending on how their needed. Hewitt designed the device to filter steam created so that it releases clean air. Since he uses Gallagher a lot, his workshop has very clear air, especially compared to most other workshops in his world. Weapons: Hewitt's no fighter, but if he's forced to defend himself, he's got a handgun that fires three shots before it needs reloading. The shots are loaded from the left side of the gun, at about the middle of the back end, then when one fires off, the next is pushed up into place by a couple springs. Hewitt bought the gun from someone else, but was able to modify it with a laser aim. However, laser technology is limited for his people, so the laser can only be on for three minutes before it needs some more energy (he can only re-energize it at his workshop). Other than this, the cone-shaped tips of Gallagher's finger covers can be used to pierce or scratch, and the index fingers (the ones that work with the thumbs to solder) can cause painful burns. Due to the sharpness of the cones, he can't make a proper fist while wearing Gallagher, or he'd pierce himself, though he can still close his hand. Armour: While Hewitt doesn't technically wear any armour, per se, his clothes are made of strong leather, and his duster is very thick, thus providing a great defence against things like slash attacks, axes, daggers/knives, and other such weapons. Guns, and some arrows (including other pierce attacks) can get through, but are slowed quite a bit by the coat. The "pipes" of Gallagher that run along Hewitt's arms also allow him to block some attacks, since the pipes are very strong. Strengths: On its own, Hewitt's strength is slightly above average, but Gallagher greatly increases his strength, so while he's not a fighter, he can throw a rather solid punch, sometimes enough to knock a man not only down, but away, and a well-placed upper-cut could send a man a couple feet into the air. Gallagher also gives Hewitt two extra hands, which can be used in numerous ways, and their limited A.I. is a bonus because it can easily find, and point to, very simple things that thinkers like Hewitt tend to miss at first. With enough time, Hewitt can be a great asset to a group, should a problem arise, as he's quite good at coming up with inventions, or modifications, that would allow a possible solution to the problem. Weakness: Despite a decently toned body, Hewitt's not a punching bag: just a few well-placed hits can bring him down, should someone break his defenses. Also, if he's forced to come up with something fast, he starts to panic a little, and usually just gives up, so spur-of-the-moment changes or events can really effect Hewitt's performance in a group. Due to Gallagher and his coat, Hewitt is unable to swim, as he'd be far too heavy, and Gallagher would short-circuit (possibly electrocuting Hewitt). As a more personal weakness, he doesn't do too well socially, because he's rather bad at carrying a conversation. During one, he tends to forget he's talking with someone, and his mind wanders off to the subject of what he'll work on next, or how to solve a certain problem. This has left him with very few people he can call "friends." In addition, he other times tends to blab on about things, and won't "just shut up," which can be annoying also. Skills: Hewitt's a very creative inventor, able to create just about anything he needs from a pile of junk. He can McGyver something together, or if it's already made, to change its purpose, or simply enhance it fairly easily. Thanks to Gallagher, Hewitt's arms are increased in strength by a solid 46% above average, allowing him to lift heavy objects himself, which is a great help since he works alone (the other two hands can help balance long objects). Personally, Hewitt's a great piano player, tea maker, and watch cleaner (though he's no watch maker). While his firearm skill is nothing to brag about, he can make a decently accurate shot in a quick-draw, and he's a pretty fair shooter in a mor normal situation. Appearance: Hewitt's hair used to be a nice white color (not all too uncommon in his world), but it was eventually stained, almost dyed (in a sense), due to his work. He worked around smoke and steam a lot, so those combined for some time, and stained his hair grey. He's got a couple strips of cloth that form a sort of sweatband, and he usually forgets to take it off, so it's very dirty (kind of a yellow-brown), and a bit crooked. His eyebrows are also stained, and rather thick, but still look reasonable for eyebrows. His eyes, however, are very unusual: they're a medium-hued pink. Hewitt hates this, so he usually hides them behind his dirty, orange-tinted glasses in public (his eyesight is just fine though), or his black-tinted goggles when in his workshop. He's got a few stiff hairs of a beard forming on his chin, but he does actually try to keep them short, so he doesn't get a full beard. His pants are pretty simple, as they're just dark brown leather with a soft inside, plus they're very durable, and actually quite comfortable. He's got a simple white shirt that's only a bit dirty, with long sleeves, and over this is a slightly thick, tan leather waistcoat of sorts with two pockets on the bottom. His left pocket holds an average sized pocket watch (it hangs out with about an inch of its golden chain showing), and his right carries a small packet of ammo that hold six shots for his gun. The pistol is in a holster (it covers the whole weapon when the flap is closed) on his right hip, that's connected to a thin, but sturdy, black leather belt. Next up is Gallagher. He first straps it to his back using a sort of harness (four straps, two at the top, and two at his sides): the straps come around and clip into an ornate brass buckle to secure the device onto his upper back. Next he closes the clamps that go around his arms (one wide one on his upper arms, and two smaller ones on his forearms), and slips his fingers into the little cone finger-covers (Gallagher auto-tightens them so they stay on). To hide the majority of Gallagher (except the hand sections and the straps over his chest), Hewitt wears a very thick, brown leather duster. It's edges were lined in a gold-like color, but have since become rather dirty, and look more like brass. Due to how thick the duster is, Gallagher doesn't really stand out in the back, especially since it blends in with his slouch. The final components of his outfit depend on where he is. If he's out in town or whatever, he wears fairly shiny, long black leather boots, and his small, dirty, orange-tinted glasses that hide his pink eyes. If he's in his workshop, then he wears his dirty brown leather boots, and nearly clean black-tinted goggles. The goggles are mainly made of copper, but the thick linings around the lenses are brass. The straps that go around, and over, his head are dark brown leather, and quite strong. Hewitt's a fairly well-built guy, thanks in part to his work. All the building he's done has toned him pretty well, but he's a sloucher. Despite his build, he sits with a noticeable hump in his back, and even standing around he's kinda bent. When walking, however, he stays pretty straight. His voice is similar to a fairly solid British accent, and he streaches out his words when he's observing something ("Veeery iiiintereeesting..."), only mumbling, then suddenly he'll start talking a little loud (enhanced by his somewhat deep voice), and blabbering on for a time. Personality: Hewitt's a high-spirited guy, and enjoys his work with a passion. However, he often enjoys it too much, and ends up not noticing people around him (for example, someone may come into the room he's in, and stand right next to him, but he wouldn't really notice, or he might be having a conversation while working, and forget he's supposed to talk), which can annoy others a lot. He's also a serious pack-rat, and likes to collect lots of little, seemingly useless, items that he will eventually use in some invention. He's got shelves and shelves of boxes filled with what looks like a ton of junk, but eventually he uses it all. In other words, he's an efficient pack-rat that doesn't waste what he collects. He's an inventor, so he's really creative if given enough time... but he becomes impaired when he's got to think of something fast, and usually ends up just failing, then moving on, if he can. If something such as an invention screws up, and he couldn't come up with something soon enough, he'll try to just fix it... but if he can't, then he'll salvage the thing, and start over. Due to being such a pack-rat, he hardly creates any waste, and tries to recycle anything he can (it usually ends up in some inventions, though other times it can be used for a patch job). His eyes are a touchy matter for him, because he's very much a guy, and he feels like his eyes betrayed him, since they're pink. Only 8% of males in his world have pink eyes, while 37% of females have that color of eye. He does his best to hide them at all times, and as such has bought tinted eyeglasses to obscure the color. If someone found out, and started teasing him (playfully or not), he'd become very silent, and tend to avoid the person a bit. It's obvious he's been offended by it, because he's normally quite a talker. He tends to talk about a wide variety of subjects, but does his best to avoid his eyes. Should he become angry, which he tends to do when something isn't working out, he becomes somewhat stubborn, and won't allways cooperate. While it may seem cold, and unfriendly (which it technically is), it's better because he uses the time to cool down, at which point he starts up on whatever he was doing again, often times eagerly. On a higher note, Hewitt loves classical music, and plays it occasionally (since he can play the piano). He's also rather fond of tea, so he likes to try new kinds, or variations of kinds he's already had. He's also done a good deal of research into fairies, and things like them (in the matter of identifying them and their possible powers). Biography: Hewitt Carmichael Avery was brought up in a fairly "rich" family, so he was provided with decent education, and access to a fair amount of other things, like information, junk piles to mess with, and plenty of people to be around. His father, Gerald, was a well-known inventor, and his mother, Mina, who didn't work, but was pretty well-known socially. When Hewitt was born, his parents were surprised at his pink eyes, and partially at his white hair (while not uncommon, neither parent had white hair). Hewitt was able to start schooling at age three, from which point he stayed in school until he was eleven. He got tired of its slow pace, and decided to "drop out" of school. His father found him hiding in the house when he should have been at school, and asked him what was up. He explained how annoyed he was that school moved so slow, and how he wanted to know things that his father knew (which weren't taught until the student was at least sixteen). Gerald understood, and became his mentor, teaching him how to build things, and other stuff like what parts can substitute for others. By about seventeen, Hewitt knew almost as much as his father did, and started work on his first version of Gallagher, which was rather clunky, had no A.I., and soon broke down. After going over all the problems, he created another one, and while it worked just fine, it still had no A.I., plus it was still rather large. Some years later, at twenty, he went back and completely redesigned Gallagher, creating a version very close to his current one, but it produced a lot of both smoke and steam. His white hair had already become rather dirty, but now it got worse. He worked with Gallagher a lot, so the steam mixed with the smoke, an "dyed" his hair grey, quite to Mina's dismay. She tried washing it out, but it had become stained like this, and Hewitt didn't really care enough to take care of it. After putting Gallagher aside once again, Hewitt lived with his mother for a good few years, learning things like how to play a piano, and acquired his tastes for tea and classical music. He also read a lot of books about fairies during this time. However, his mother kept trying to get him a social life, but it would never work, since Hewitt could rarely get his mind off his inventions, thus killing conversations. So, at twenty-five, Hewitt left both Gerald and Mina, and rented out a workshop, which he bought a year later. Once he had purchased full rights to the workshop, he stored every single scrap he had picked out over the years, and soon began to work, yet again, on another version of Gallagher. This time, he gave it limited (but useful) A.I., a steam filtering system (to clear the air), and a sleeker, stronger design. Due to this sleeker design, Hewitt was able to hide Gallagher in his duster, thus wouldn't look like one of those techno-nerds that always had odd contraptions on themselves. He finished Gallagher, and ended up using him a lot, thus making for a workshop with very clean air. At some point during this time, he bought a pistol for self-defense, and several packets of extra ammunition (the gun could only fire three shots at a time). He then purchased a rather expensive laser aim, and attached it to the gun, for more precise aiming. So now, he makes a living by himself inventing, and eventually selling his inventions for money to buy food, and more supplies (at least those that he can't find at a dump). His life works well for him, even if human contact is scarce... Theme Song: 5th Symphony (Rock version) - Beethoven [Remix: Cloud9] Crossroads:
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![]() Credit to Diaz for the signature. Fan Fictions: FMA: Requiem of a Soul (M) - TLoZ: Dark Seed (T) |

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Re: The Guise of Darius (Character List)
![]() Approved by Tohopekaliga Created: 10-16-2009, 4::42 PM Approved: 10-20-2009, 8:06 PM Name Pronunciation: Koh-raht See-sah-waht Age: 19 (based on her race's calander, she's 92) Race: Homofelis Sex: Female Hair: Korat's hair is a naturally short silver-tipped blue. As in, her hair is a sort of slate-blue, with silvery tips. This gives her hair an interesting and unique shine. Even her eyebrows and eyelashes are like this, without any variation. Eyes: Her unusually large eyes look like that of a cat with a more rounded pupil. Most of the iris is a light, soft green, while the edges are a yellow-green color when light hits them right (which can also make the eyes 'sparkle'). Her pupil can become narrow, of course, but still keeps a rounded shape, holding a more human aspect. Weight: 116 lbs (It's a natural quality of her race to be light, even with strong muscles.) Height: 5' 5" Relationship Status: Currently single. Korat's very shy around strangers, but if she falls for someone, she'll be very loyal... With enough care. Weapon: Korat carries only a katzbalger with her, located in a polished hardwood sheath, and kept on the back of her hip, horizontal (hilt to the right). The sheath is a dark redwood color, like the grip of the hilt, and has two gold strips to reinforce it, as well as a silver tip at the end. The notably sturdy katzbalger is short, at just two-foot-six, and very light, weighing a mere two pounds (the same as its sheath). The grip, as mentioned, is dark redwood, but unpolished (whereas the sheath is polished). On each end of the grip is an iron support strip. The guard and pommel are both gold, giving the entire hilt a good strength, while the blade is expertly sharpened steel, plain and simple. Skills: Korat's a natural contortionist and acrobat. Her bones are light, but solid; they don't add too much weight, but won't break easily at all, so she can do crazy bends without risking a fractured bone. With her contortionism, she can get herself out of a great deal of holds (save for some of the stronger ones), and into very small spaces. She can even 'slither' through small vents, though it is slow. Again with her strong bones, she can fall from great heights without damaging herself at all (very high heights, and/or uneven ground can cause problems, though). And then there's her katzbalger; her movement are swift and precise. The light height of the weapon, and small size, means she can swing it very fast. With its sturdy build, it can take solid strikes without breaking, though it could get dinged. Strengths: Korat's exceptionally large ears give her a very good sense of hearing. She can hear things humans normally can't, and sounds father away than most humans. Just as she can hear so well, she also has a strong sense of smell; she can pick up every detail of a scent. Like a dog, she can also track scents to follow people, or things. Then, with those large, highly expressive eyes, she can see great. While not exactly seeing 'further' (implying some sort of magnification) than a human, she can most definitely see the details of far off objects with ease. Finally, she's a naturally quiet walker, which gives her a great stealth advantage, especially in the dark, since she has a sort of 'night vision' (she can pick up on light reflected off things better than humans). Weakness: Korat hates loud, sudden noises. With such sensitive ears, who wouldn't? If she knows the loud sound is coming, she can prepare, but if it's too sudden/soon, it can be really painful. It can cause insane headaches and, if loud enough, can literally make her ears (and nose) bleed. While not usually as much of an issue, her strong sense of smell can be really annoying around certain scents. Terrible smells, and very strong ones, can give Korat mild headaches, and make her nose 'burn.' And of course, with sensitive eyes, bright lights can cause severe headaches, and damage her eyes easily. She can't stare right into the sun for more then a few seconds without temporarily blinding herself for some time (she blinds easily, and sunglasses are almost useless). Also, objects with a lot of small details can give her a mild headache if she tries to take them all in too fast. Finally, she may have a sturdy frame, but she's very light, so if someone managed to catch her, they'd easily be able to toss her around. Appearance: For one thing, Korat doesn't have perfect skin. In fact, her skin looks more like a man's, with rough elbows, feet, and what-not, plus a fair deal of dirt (usually, though she does enjoy bathing). She's got little freckles here and there, but mostly they're sparse, except for her face. There, she has seven freckles near her cheeks; four on the right, three on the left. Three on each side go in a curved 'line' from just above the edge of her lips, to half-way up her nose. The forth one on the right is at the side of her lip, instead of above it. From each freckle is a four-inch, stiff black hair; her whiskers, which lay over her cheeks. The exception is the fourth right freckle, which has only a one-inch whisker. Speaking of her nose, it's rather small, despite strong, and fairly flat (though not looking smashed), shaped almost like an upside-down heart. Her lips are small, pale, and chapped, and while this may seem like a bad thing, it's perfectly normal for her. Her teeth almost all look like fangs, except for those in the back, which are more blunt and 'human-shaped.' Her ears certainly stand out among humans, as they shaped like large triangles, and stick up above her head. They're elongated, like elven ears, but still wider, and longer. In addition, she can make them point to the back, showing that she's annoyed. There's a little tuft of the silver-tipped blue hair at the end of each ear. Only adding to her masculinity is that she's got clearly visible, strong muscles. All her running and acrobatics has finely toned her body, so while she's light still, she's powerful. On more feminine notes, however, she's got long nails that she keeps trimmed to be sharp and pointed (even her toe-nails), and keeps a very 'womanly' figure. Korat's also got a cute, thin tail. It's four feet long, and covered in short silver-tipper blue fur (this hair is different from that on her head, but similar to that on her ears). As for clothing, Korat has knee-length slate-grey leather boots, black leather 'short' shorts, a slate-blue cotton short-sleeved shirt with a low-cut top, and a black leather jacket. The boots used to be quite shiny, but time and dirt has worn them down to a minimal shine. The bottoms are wide and flat; these are tough boots, not really for show. Something interesting is that there's a pattern of a cat's paw-print on the treads, making for a unique footprint. Her short shorts are fairly simple, as they're really just strong leather shorts with four pockets and a brown belt that holds the sheath of her katzbalger. Her cotton shirt is really soft, and not the strongest, but keeps her warm when it's cold. The shoulders have yellow rectangles along their length, and a small image of a purple dahlia on the left side of the chest. The leather jacket over this is short, thus only reaches her stomach, while the sleeves go halfway down her forearm. She leaves it open, but it can be buttoned up if the need arose. However, due to its smaller size, this would put some uncomfortable pressure on Korat's chest. Personality: When it comes to meeting new new people, Korat's a very shy one. She doesn't talk much to them, and what she does say is short, and sometimes choppy, due to being nervous. When meeting Korat, it's quite helpful to look her right in the eyes. If she stares back for a while, that's a good sign, but if she just looks away, then there's something she doesn't like about that person. Reasons for not liking someone usually include them being noisy, and nosey, which she hates. She's also prone to being posessive of people, which might cause issues with other women. But if someone gives off a sort of positive 'aura,' and stares her in the eye, she could take a liking to them. Once she's gotten to know someone well enough, however, things change. She herself becomes loud and demanding of the other person, mostly because she loves to have someone pay constant attention to her. However, she is also very, very loyal to her friends, and just expects the same from them. On the flip side, if she's constantly neglected or abused, she'll quickly begin to hate whoever is mistreating her, and start to act extreme. All in all, she'll be your best friend for life if you treat her her way, but if you ever cross her, you'll never be able to sleep easy again. She's quite curious about new things, but does her best to not look it. She tries to keep a air of respect around herself, though her usual appearance tends to say otherwise. While she's not the kind to press the "Do Not Press" button, and she does try not to touch too many things, she can get herself in a bit of trouble with people for messing with their things. Biography: Korat's people are that of a human-feline 'hybrid' that has existed, nearly unchanged, for countless years. However, one unique feature, among several, is there's there's only about one-hundred of them total. Each has their own features and characteristics, and while some are similar, they're all still different, and only that one Homofelis can have those exact features. One must mate with a human to continue their line. Internal breeding is prohibited except for only very few special cases where the group as a whole wish to introduce a new 'breed' to their numbers. This is usually only done when a Homofelis dies without having continued their line. This is rare because the Homofelis live very long lives; in their years (which progress much faster than a human's), they live to be 472, while in standard human years, they can live to be about 112. The natural death of a Homofelis comes quick, and unexpected. Unlike humans, they don't gradually degrade into sickness, but rather die quietly in their sleep. Occupationally, Homofelis have two dominate options, among several minor ones. Most either become high-standing citizens, with an air of royalty about them, or they become thieves, using their stealthy abilities to their own advantage. Korat Si-Sawat chose the latter path... that of a thief. She constantly went out of her way to train, and used several human flexibility programs to add onto her natural ability to bend. She trained in acrobatics, allowing her to move quick and quiet, and even jump a considerable amount more than a human. She kept to a fairly strict diet to keep her energized, but not gain unnecessary body fat, leaving her with a well-toned body, and an excellent figure. Despite her figure, however, she still had her masculine side, starting with the muscles, then extending to her roughened skin, chapped lips, and light covering of dirt. But the dirt wasn't much of an issue for her; she enjoyed bathing, and so took some baths every now and then. Meeting up with humans wasn't a 'rare' event, per se, but it didn't happen often. However, when it did, she was treated with respect, like all those of her race. Of course, she was a thief, so she took clear advantage of the human's reluctance to harm her, and thus stole whatever she could. One thing about her, though, was that she didn't have much money. She didn't care for it, and most of the things she stole were for her own use, rather than things to be sold off. One of these objects included an arming sword, a katzbalger specifically, from a wealthy human. It was on show, and kept in very good condition, with its shiny gold guard and pommel... polished redwood sheath... sharpened steel blade... How could she resist? She took it from the man's house without a second thought, and made a note not to come near that house with the sword visible. She made quite a personal collection of items, and this made her feel good, and rather satisfied. But the humans weren't. Even the other thief Homofelis were getting annoyed with her. She could feel the tension around her, and only understood what it was about when a horde of humans found her, and ran her out of the land. And yet, while shaken up by how sudden the event was, she still carried on. She was used to constantly moving from here to there, and just moved on. Unfortunately, the land she was in was completely different. People weren't used to seeing her, and many shunned her. Korat began to hate everyone, but one man restored her faint in humans, and convinced her to give them a second chance. Strangely, this man was an outcast himself, a sort of thief like Korat. He was a pirate, a sea thief, while Korat was a land thief. But this man had his job. He couldn't stay with her, which upset Korat greatly. Even still she kept hope in his promise to return someday, whenever that might be. Her idea, on the other hand, was to follow him. She wasn't going to just sit around and wait. This man was just too much! She knew where he was going, and soon compiled a list of ports along the path he'd be taking. She wanted to try and meet him at each and every port she could. But it wasn't that easy. He always seemed to arrive before her, and by the third time she missed him, she decided to skip the next port on the list, a city named Keithon, so that she could run ahead to the next one and meet him there. Her plan worked, and she greeted him right as he came off his ship. ((This biography is going to carry on into an RP, so it shall end here, abruptly. The RP will be with Shrub and Navi007, some time after The Dark Crystal ends... Whenever that'll be.)) Theme Song: 0 - Nakagawa Kotaro
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![]() Credit to Diaz for the signature. Fan Fictions: FMA: Requiem of a Soul (M) - TLoZ: Dark Seed (T) |

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